Post by bilbo on Sept 27, 2005 15:12:57 GMT -5
Our first order of business is to balance out the races and classes of our game, and as well to begin creating an extremely light, yet strong and flexible, status system so that our game masters and players can use effortlessly. I believe discussing about these topics will lead us in the right path toward glory.
As for balancing the races...
So what do I mean when I'm talking about balancing the races? When I first read through the race guide I was a bit stunned to see angels, fairies, and demons being a part of a player's character (PC) race. Angels, demons, and fallen angels are commonly used in other play-by-post games, so in reality I shouldn't be too shocked to see these races being a part of a player's palette to create their characters: especially since of our game's fairytale theme.
In my experiences in other play-by-post games these races are generally overpowered that it allows a player to literally legally god-mod over other mundane characters. I fear that this may happen in this game thus I propose to, I say this very loosely, nerf these races from the very beginning.
( Note: Nerf is a slang word used by MMORPG gamers. It means that the game's developer has degraded an overpowered class, skill, spell, and ability just to balance the game. )
So how are we going to nerf these races down a bit? I have a couple of ideas on how to do this and they are:
Along with the fairy race nerfs we'll buff all other race's racial abilities and attributes--including angels, demons, and faires. Basically, what I purpose to do is to level the playing field for the other non-fairy races, and then slightly buff the fairy races so that they won't fall behind due to the nerfs. Hopefully that'll sound fair to everyone.
As for the classes...
The classes in my opinion, are terribly balanced (no offence Aurora). For every role-playing game you need a:
In our class guide I see partially this. I do see a lot of speciality classes, but I believe, in my humble opinion, the player should be allowed to decided what their speciality will be. So what I propose to do is to develop a cookie-cutter class system that allows players to become a tanking ninja class or mage class, a spellcasting fighter class or archer class, and a nuking healer class or fighter class just to name a few odd class combinations. I have an idea on how to do this fairly, but I'm going to have to play around with the idea a little bit more before revealing anything else.
As for our status system...
This is my baby. My pride and joy. This is a system that you, hopefully, will have never seen before. First let me list some of the features of this status system.
Next let me list some of the features of the attribute system: the PHYSICAL, MENTALITY, and SPIRITUAL system (dubbed PMS XD).
Pretty simple, huh? Depending on your character's class, you gain more of one particiular attribute then the others, and you accumulate one particiular attribute faster then the others after you level-up. After the PMS system there is another attribute sub-system that works in a more specialized way.
Other then that I believe this system will allow players and gamemaster alike to be able to focus in their role-playing instead on their character sheets, and that's really the most important thing of developing a game system like this.
A lot of tinkering left to do and oh so little time. Comments, suggestions, and ripping it into shreds is welcomed. Post away!
As for balancing the races...
So what do I mean when I'm talking about balancing the races? When I first read through the race guide I was a bit stunned to see angels, fairies, and demons being a part of a player's character (PC) race. Angels, demons, and fallen angels are commonly used in other play-by-post games, so in reality I shouldn't be too shocked to see these races being a part of a player's palette to create their characters: especially since of our game's fairytale theme.
In my experiences in other play-by-post games these races are generally overpowered that it allows a player to literally legally god-mod over other mundane characters. I fear that this may happen in this game thus I propose to, I say this very loosely, nerf these races from the very beginning.
( Note: Nerf is a slang word used by MMORPG gamers. It means that the game's developer has degraded an overpowered class, skill, spell, and ability just to balance the game. )
So how are we going to nerf these races down a bit? I have a couple of ideas on how to do this and they are:
- Angels and demons are a different form of fairy species. They are not divine beings, and they are a part of the mortal plain. Each of the fairy races: Angels, Demons, and Faires, have different ethics, society, and civilizations.
- Angels, demons, and faires have a neutral alignment in the mortal plain. Meaning that anyone could play as a mischievous, yet good demon. Or a lawfully obedient, yet evil angel. You don't have to play the roles that the stereotypes has given you.
- Specially made weapons and skills to use against these races. Afterall, magical beings must have some sort of weakness like the rest of us.
- During flight, an angel, demon, or fairy is encumbranced with any carried weight or added weight (like from adebuff spell or carrying someone to safety). Depending on their Physical attribute score; they could either fall straight to ground because of too much weight, fly very slowly and struggle from the heavy weight, or fly slightly slower then normal because of carrying light weight.
Along with the fairy race nerfs we'll buff all other race's racial abilities and attributes--including angels, demons, and faires. Basically, what I purpose to do is to level the playing field for the other non-fairy races, and then slightly buff the fairy races so that they won't fall behind due to the nerfs. Hopefully that'll sound fair to everyone.
As for the classes...
The classes in my opinion, are terribly balanced (no offence Aurora). For every role-playing game you need a:
- Tank: A heavy warrior class that can take more damage then anyone, so that they can protect other, more frail, classes like a mage or priest.
- Speciality Damage Dealers: A slightly frail class that specializes in different ways of dealing physical damage. Like a fighter's bareknuckles, ninja's ninjutsu, or an archer's bow and arrows just to name a few classes.
- Balanced Mage Classes: Mage classes that offer both offensive and defensive spell. This category method also involves with the steriotypical healer/cleric class. You can still have some speciality made mage classes that excel dealing damage or healing, but they have to be slight balanced so that the player doesn't get bored repeating the same magic spells over and over again.
In our class guide I see partially this. I do see a lot of speciality classes, but I believe, in my humble opinion, the player should be allowed to decided what their speciality will be. So what I propose to do is to develop a cookie-cutter class system that allows players to become a tanking ninja class or mage class, a spellcasting fighter class or archer class, and a nuking healer class or fighter class just to name a few odd class combinations. I have an idea on how to do this fairly, but I'm going to have to play around with the idea a little bit more before revealing anything else.
As for our status system...
This is my baby. My pride and joy. This is a system that you, hopefully, will have never seen before. First let me list some of the features of this status system.
- All classes, no matter how high-level you are, will only have 100% hit points (HP). Meaning that you only start with 100% HP, and you can only get 100% unless told otherwise from one of your class's passive abilities. What's the reasoning behind this? Making it fair for both low and high leveled characters alike. What that means that a level 1 character could easily kill a level 100 character. However, a very big however, the level 100 character will have a higher attack, defence, and as well many class abilities.
- Mage classes will be the only classes that will have ether points (EP). Ether points are unlike hit points as there isn't a maximum limit, and it will slowly accumulate after every 'Level-up'. EP is basically your stereotypical MP in every other RPG game.
- Non-mage classes will have something vastly different from either points called focus points (FP). Focus points work simailiar to HP as the player will only have 100% FP throughout the course of their adventurering career, but focus points will regenerate throughout the course of a battle. It works very similar to either points as non-classes will use focus points to use their class skills, but its geared toward quick and lengthy battles.
Next let me list some of the features of the attribute system: the PHYSICAL, MENTALITY, and SPIRITUAL system (dubbed PMS XD).
- Physical: The physical attribute is your character's physical body. This attribute affects your character's body strength, endurance, and dexterity. In the game this affects how well you can defend yourself from an ordinary physical attack, and how much bonus damage you can cause with an ordinary physical attack.
- Mentality: The mentality attribute is your character's mind. This attribute affects your character's intellect, comprehension, and wisdom. In the game this attribute will affect how much bonus damage you can cause with a magical attack.
- Spiritual: The spiritual attribute is your character's inner spirit. This attribute affects your character's willpower, constitution, and inner strength. In the game this will affect how well you can place a magical status attack.
Pretty simple, huh? Depending on your character's class, you gain more of one particiular attribute then the others, and you accumulate one particiular attribute faster then the others after you level-up. After the PMS system there is another attribute sub-system that works in a more specialized way.
- Dexterity: By combining the attributes Physical and Mentalitly you end up getting the sub-attribute Dexterity. This attribute affects your hands-eyes coordination, body flexibility, and grace. In the game this will affect how well you can evade an attack, and how well your accucary is with an odinary physical attack.
Phsyical + Mentality = Dexterity
- Willpower: By combining the attributes Mentality and Spiritual you end up getting the sub-attribute Willpower. This attribute affects your inner strength and willpower. In the game this will affect how well you can defend yourself from a magical status attack (such as bind and silence), and how well you can defend yourself from a magical attack.
Mentality + Spiritual = Willpower
- Constitution: By combining the attributes Spiritual and Physical you end up getting the sub-attribute Constitution. This attribute affects your body endurance, concentration and your focus. In the game this will affect how well you can defend yourself from a physical status attack (such as poison or paralize), and how well your accucary is with a magical attack.
Spiritual + Physical = Constitution
Other then that I believe this system will allow players and gamemaster alike to be able to focus in their role-playing instead on their character sheets, and that's really the most important thing of developing a game system like this.
A lot of tinkering left to do and oh so little time. Comments, suggestions, and ripping it into shreds is welcomed. Post away!