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My Solo RPG (no dm) Project

Industry news, gaming reviews, ideas and any other topics roleplayers might enjoy.
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60 posts • Page 3 of 6 • 1, 2, 3, 4, 5, 6
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Jul 30, 2009 5:47 am

Thankyou for your input Rob Lang

I just have to say that your 1st idea is great (if i can think of a way to do it without tiles)
as i intend to make this playable with a minimum of extras - maybe a random mapping system on grid
paper? - i will think further on this definitely.
As for your second idea - i am starting along the path of quests already but i'm hoping to not have a final
goal, but maybe i could include it as an option for ppl that need closure. One thing i was thinking about
while typing this actually is having a big boss at the end + maybe sub bosses every once in a while.Also
in just a sec. i will post my 3rd trial in which i decided to mix both my demos into 1.
Also sorry ppl for not having that much progress lately (i'm in over my head with this project, i have so
much to do its not funny). - i mean i've barely started incorperating what ppl have been suggesting to me
and am still fixing up what i already have. Luckily though i've given myself a few months to finish, so plenty
of time to sort things out yet. :)
EDIT - I just looked quickly at your guide and it looks pretty good, I've bookmarked it for future reference so
when i have a playable version (not demo) i will use it, thanks.(just hope i can learn how to use pdf's :confused:
Last edited by Morgan McCoy on Thu Jul 30, 2009 5:56 am, edited 1 time in total.
Morgan McCoy
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Jul 30, 2009 5:50 am

-------ROGUELIKE SOLITAIRE THE SINGLE PLAYER HACK'N'SLASH ADVENTURE--------

version 1.3 - Playable demo Mixed Version +


Step 1 - You will need


1d6,1d20 and 1d10 dice,paper and a pen

--------------------------------1d10-system-explained-------------

roll 1d10 twice
if 00 twice = 100%
if 00 then 10 = 1%
if 20 then 50 = 25% etc. you get the idea


Step 2 - Make your character


Character Races


Troll

Strength - 2d20+10
Health - 2d6+18
Agility - 1d6+4
Intelligence - 2d6
Mana - 1xint
Special - Regenerate 5 hp after an encounter


Human

Strength - 2d6
Health - 2d6+8
agility - 2d20+10
Intelligence - 2d6
Mana - 2xint


Fairy

Strength - 1d6
health - 2d6
Agility - 2d20+15
Intelligence - 3d6
mana - 2xint



Character Classes

fighter - +5% to all masteries
Cleric - +10% to first aid and 5% to mace mastery
Barbarian - +10% to sword mastery and 5% to demon strength
Thief - +10% to acrobatics and +5% to dagger mastery





Step 3 - Buy your starting equipment

SHOP - You start with 100g

10g - health potion (heals 10 health)
50g - Shield (minus 5% off the enemy tohit)
50g - Dagger (20% tohit) 1d6 damage
80g - Flail (30% tohit) 2d6 damage
100g- Vampires dagger (25% tohit) Absorbs dam done to hp
200g- 2 Handed sword (40% tohit) 2d20 damage
10g - mana potion (restores 10 mana)
80g - Scimitar (35% tohit) 1d6 damage
100g- Whip (20% tohit) 1d20 damage



Step 4 - Entering the dungeon

1-Roll 1d6 for the number of encounters you will have on this level
2-Roll 1d6 for enemies in this encounter
3-before the fight roll a die, if odd the enemy goes 1st
4-roll 1d10 for whomever goes 1st and if it is under their tohit
they do damage.when you kill an enemy immediately get exp.
5-Repeat 4 untill the enemy are dead, if you die go to the shopping step
and lose 2 permanent hp but gain full health and mana.
6-After fight roll 1d20 for gold you find.
7-goto 2 and repeat all untill you have finished all encounters


Killing blow gets the whole exp of an enemy.

2 players
if enemies turn roll 1d6
1-3-attacks left person
4-6-attacks right person

3 players
if enemies turn roll 1d6
1-2-attacks left person
3-4-attacks middle person
5-6 attacks right person



EXP TABLE


2-100
3-200
4-400
5-800
6-1,600
7-3,200
8-6,400
9-12,800
10-25,600 etc.


1st dungeon level
1-3 rats (20% tohit) 3hp 1d6 damage 20 exp / each
2-2 goblins (35% tohit) 10hp 1d6 damage 30 exp
3-2 orcs (40% tohit) 12hp 1d6 damage 40 exp
4-4 rats (20% tohit) 3hp 1d6 damage 20 exp
5-2 giant rats (25% tohit) 5hp 1d6 damage 25 exp
6-1 Troll (30% tohit) 30hp 2d6 damage 60 exp



2nd Dungeon level

1-2 skeletons 2d6dam 10hp 55%tohit 50exp
2-4 poisonous rats 2d6dam 5hp 30%tohit 45exp
3-1 werewolf 2d6+5dam 35hp 60%tohit 80exp
4-3 great orcs 2d6dam 20hp 50%tohit 60exp
5-2 trolls 2d6dam 30hp 30%tohit 60exp
6-1 greater troll 3d6+2dam 50hp 40%tohit 100exp


GOING UP A LEVEL


Gain 1d6 worth of stat points and distribute them between your
strength,int,agility as you see fit.
gain 2d6 health
gain 5 skill points
Gain 2 mastery points


Stats Explained


Strength - every 10 strength you have increases your damage by 1
Agility - every 10 agility you have increases your tohit by 1%


------------TACTICS-----------
Before a whole combat round eg.
your turn and all enemy turns,
you may set your tactics to 1a,1b,
1c,Or to
2a,2b,2c,

your damage + / your tohit minus

1a - 1/1 - Mad
1b - 5/5 - Aggressive
1c - 10/10 - Berserk

1=agressive stance

your damage minus / your tohit plus
2a - 1/1 - aiming
2b - 5/5 - slow and steady
2c - 10/10 - PinPoint

2=aimed strike


Skills

Skills successful roll is =or< your skill %
you start with 10% to all skills except masteries.
1 skill can be used only, per combat round.
mana to use a skill must be spent before your roll check
Skills cost 2 mana each (for now)


Acrobatics - 10% - Avoid all damage done to you
Demon strength - 10% - do double your said damage
First aid - 10% - heal 1/2 your max hp worth of hp
Rebound - 10% - do 2x damage done to you back at enemy
Quicken - 10% - 1 extra attack with weapon of choice
Hunting - 10% - Pick which encounter you want to battle
Dagger mastery - +0% tohit with daggers (every 10 points adds +1 damage)
Shield mastery - -0% from enemy tohit (every 10 points adds +1 damage)
Sword mastery - +0% tohit with swords (every 10 points adds +1 damage)
mace mastery - +0% tohit with maces and flails (every 10 points adds +1 damage)
Whip mastery - +0% tohit with Whips (every 10 points adds +1 damage)

quests

Quest\reward\exp

Kill 4 trolls\2-handed sword(50% tohit)2d20+5 damage\50
Clear a dungeon using aggressive power 10\150g\80
Kill 20 rats\5 health potions\20
Clear a dungeon using aimed strike power 10\armour-enemy tohit -4%\80
Clear a dungeon using daggers\Mighty dagger (35% tohit)1d6+5 damage\110
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Re: My Random Dungeon Generator

Postby Morgan McCoy » Thu Jul 30, 2009 9:38 am

My Random Dungeon Generator

Step 1- Make a start room and mark it as having the upstairs in it.
Step 2- Roll 1d8x1/2 for amount of exits that room has then again
for the direction of exits.
Then make a hallway in those directions

1-N
2-NE
3-E
4-SE
5-S
6-SW
7-W
8-NW

Step 3- Choose a hallway to enter and goto table A for random encounters
Step 4- Roll 1d8 for the direction the hallway curves and put a room at the end
Step 5- go into a room and goto table A for encounters
Step 6- repeat step 2 to step 5 and if you are placing your 10th room, mark
it as the downstairs and create no more hallways, only rooms if you choose
to explore further on the same level.

Table A

Rules

If fighting in a hallway fight enemies 1 at a time otherwise fight normally.
When entering a room or hallway use this table for encounters in dungeon
level 1 only

1-3 rats (20% tohit) 3hp 1d6 damage 20 exp / each
2-Nothing
3-2 goblins (35% tohit) 10hp 1d6 damage 30 exp
4-50gold
5-1 Troll (30% tohit) 30hp 2d6 damage 60 exp
6-2 orcs (40% tohit) 12hp 1d6 damage 40 exp
7-Nothing
8-100gold
9-Nothing
10-4 rats (20% tohit) 3hp 1d6 damage 20 exp
11-20gold
12-Nothing
13-2 giant rats (25% tohit) 5hp 1d6 damage 25 exp
14-Nothing
15-3 rats (20% tohit) 3hp 1d6 damage 20 exp / each
16-Nothing
17-Nothing
18-10gold
19-2 orcs (40% tohit) 12hp 1d6 damage 40 exp
20-1 Troll (30% tohit) 30hp 2d6 damage 60 exp
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Jul 30, 2009 9:44 am

Thanks to Rob Lang and Oggygon for the ideas that lead to this random generator. :)
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Re: My Solo RPG (no dm) Project

Postby Nicephorus » Thu Jul 30, 2009 12:34 pm

Avalon Hill had a WWII Pacific solitaire game (carrier strike?) that used tables. You would have to roll on multiple tables, making decisions between tables on partial info. For example, a spotter plane sees a ship, but you don't get a good enough result to know if it's an enemy carrier. You have to decide whether to send a strike force when this may turn out to be a low priority target - do you commit or wait? From the tables, you know the odds before you make a decision but you don't the actual outcome yet.

I think there are a couple of ways this could be applied to a solo rpg game to create more drama.

1) Don't have just monsters, but traps, treasure, etc. You roll for each room as you get close to it. Suppose you're looking at two paths. One has seemingly unguarded treasure, the other has a monsterish noise.

Suppose there are tables for each outcome on the first table, along the lines of this:

Unguarded treasure:
1-3 minor treasure
4 major treasure
5 illusion, door slams shut, must use skills to open door or keep going.
6-7 fake treasure with trap
8 minor treasure with hidden wandering monster
9 major treasure with hidden wandering monster
10 major treasure with trap

Monsterish noise:
1-3 wandering monster
4-5 sleeping wandering monster
6 two group of monsters fighting each other
7 no explanation for noise
8 adventurer trapped in cage (roll on found adventurer table to see if they're friendly, unfriendly, or a doppelganger)
9 sound of water reveals hidden passage
10 princess snoring

So, when confronted with these two paths, you know your odds but not exactly what will happen until you forge ahead. You current hp and skills will modify how risk averse you are.

2) roll hp for monsters after they are hit for the first time. Also roll for special abilities for monsters after you've made a decision to talk, fight or run way (and these 3 option would also have tables for outcomes modified by monster type).
For example, 1in 6 goblin groups have spellcaster, 1 in 10 orcs have a leader with a poisoned blade, and 1 in 4 troll groups are actually mobile fungus who survive by looking like trolls and scaring people away.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Jul 30, 2009 1:16 pm

Thankyou for your very nice ideas Nicephorus,

I will certainly take them in mind for i am
only just beginning to see what random things involve as this is my 1st creative project
i've ventured into in my life (actually the 1st thing ive spent more than 5mins on in my life
besides diablo 2) and seeing these ideas is opening my mind up to endless possibilities.I could
spend the rest of my life creating new stuff with just the few ideas i've gotten over the last
couple of days, but i actually plan to do a lot of playing of my game once i finish it and at least
publish 1 copy for myself and friends somehow.1 cool idea i got just by reading yours is to
somehow augment a random monster table with say a power number based off the monsters
stats and depending on the dungeon level you are on you must fight for eg. power 25 worth
of creatures on level 5 or something like that.Also i am somehow going to create a random
treasure table - so you could roll for \a weapon type, tohit% ,damage and Special abilities for
example, as well as armour's and health potions and such.
Morgan McCoy
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Jul 30, 2009 2:20 pm

Just a basic treasure system i made after reading Nicephorus's ideas
will expand and update it later - for now it serves its testing purpose for
me and any others that may want it too.


New Skill - Treasure find 10% - Use this skill only once after clearing a room or hallway
of enemies or if you enter an empty room - if successfull roll on the treasure table to
see what you find use 1d10.

if 0-80% get minor
if 81-100% get major
Then roll 1d10 again for what you get.

Random Treasure Table Minor

1-Trap Minor - lose 1/4 hp from poison gas
2-Nothing
3-Sword Minor
4-Health pot Minor (heals 10 hp)
5-Armour Minor
6-Mana pot Minor (restores 10 mp)
7-Mace Minor
8-Dagger Minor
9-Whip Minor
00-Shield Minor


Random Treasure Table Major

1-Trap Major - lose 1/2 hp and 1 permanent hp due to explosive trap
2-Nothing
3-Shield Major
4-Whip Major
5-Dagger Major
6-Mace Major
7-Health pot Major (heals 50 hp)
8-Sword Major
9-Armour Major
00-Mana pot Major (restores 50 mp)


Minor weapons roll

roll 1d10 and 1/4 the result for your weapons tohit%
roll 1d20x1/4 for your weapons damage
roll 1d10 for bonus
if 0-20% get 1
over 20% get 2
over 40% get 3
over 60% get 4
over 80% get 5
over 85% get 6
over 90% get 7
over 95% get 8

1-None
8-Vampire (gain 1/4 damage done to your hp)
3-None
6-+1 damage
5-None
7-+2 damage
5-None
2-None

Major weapons roll

roll 1d10 and 1/2 the result for tohit%
roll 1d20 for damage done
roll 1d10 for bonus
if 0-20% get 1
over 20% get 2
over 40% get 3
over 60% get 4
over 80% get 5
over 85% get 6
over 90% get 7
over 95% get 8

1-None
7-Vampire (gain 1/2 damage done to hp)
3-None
5-Plus 5 damage done
4-None
6-The learner (Plus 10 exp per kill)
2-None
8-Petrify (enemy can not attack for rest of combat if roll snakeeyes)

Minor armour and shield roll

roll 1d10 for bonus
if 0-20% get 1
over 20% get 2
over 40% get 3
over 60% get 4
over 80% get 5
over 85% get 6
over 90% get 7
over 95% get 8

1-Minus 1% off enemy tohit
2-Minus 2% off enemy tohit
3-Minus 3% off enemy tohit
4-Minus 4% off enemy tohit
5-Minus 5% off enemy tohit
6-Minus 6% off enemy tohit
7-Minus 7% off enemy tohit + 1 int
8-Minus 8% off enemy tohit + 2 str

Major armour and shield roll

roll 1d10 for bonus
if 0-20% get 1
over 20% get 2
over 40% get 3
over 60% get 4
over 80% get 5
over 85% get 6
over 90% get 7
over 95% get 8


1-Minus 11% off enemy tohit
2-Minus 12% off enemy tohit
3-Minus 13% off enemy tohit + 5 agil
4-Minus 14% off enemy tohit + 1 max hp
5-Minus 15% off enemy tohit + 5 max hp
6-Minus 16% off enemy tohit + 10max hp
7-Minus 17% off enemy tohit +10 int
8-Minus 18% off enemy tohit +10 str
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Fri Jul 31, 2009 2:05 am

Sorry ppl , i just fixed up the treasure tables a bit (i was up for almost 24 hours when i posted it)
as it was kinda wrong - Should be a bit better now. :oops:
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Fri Jul 31, 2009 7:43 am

Just letting you all know that i have submitted a copy of my demo version
1.4 to this website,worst luck i couldn't figure out how to do a pdf file, so
it is in a wordpad document form :( But hopefully before long it will be
availabe to the world :D Thankyou everyone that helped me get a demo
version ready.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Fri Jul 31, 2009 12:19 pm

Again very sorry everyone - i just got a look at the roguelike solitaire version that i sent in
and i left in a few mistakes accidentally. They are as follows-
1-Shield mastery has no damage bonus. edit.-(actually ill let it for now)
2-The label treasure hunting under step 6 is actually treasure table
3-Major weapon rolls table is unordered
4-i accidentally left in a few unneeded references(but they dont change how the game plays

Other than that it all looks great in pdf form
Thanks for putting it up for all to see 1km1kt crew :D
Also thankyou whomever put the damage bonuses on the masteries
I was thinking of doing that myself but somehow they got there
Dont know how really.Good idea :idea:
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