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My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 11:31 am
by Morgan McCoy
1st of all Hope its ok that i posted a new topic here guys?
2ndly - Introduction time - My name is Morgan McCoy and i live in Australia
I have been searching the internet for a project like mine for months and have found none that resemble it yet,
So a few weeks ago i started working on a single player RPG with no dm needed, i have posted a bit on a different site, but got no replies so i will copy all of my old posts (all about my rules and such) over too here in a moment.

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 11:32 am
by Morgan McCoy
Hi all, I am Morgan McCoy an RPG author (hopefully within the next few months or so anyway). Here is a sample of my ideas.I must remind people that it is very unfinished so far and any and all criticisms and ideas will be taken Greatfully. So my 1st idea is my experience factor - each time you go up a level you gain 10 points to your exp.factor which means if you get 20exp off killing a rat at level 1, you get 10exp at level 2 and so-on. my second idea which i don't like releasing but i have too for feedback is this. you have a weapon that does- 2d6 damage for example and has 45% to hit - so what you do is roll 5d20 and if you get less than your to hit percent you succeed in doing your next step - 2d6 damage. I have more ideas too and would love to hear if anyone is interested in this type of game which i am going to label "Roguelike Solitaire - The single player Hack'n'slash Adventure. Thankyou, Morgs.

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 11:34 am
by Morgan McCoy
an example dungeon
step 1 - Roll 1d6 for the number of encounters you will find during this dungeon level
Step 2 - roll 1d6 for first fight
1 - 3 rats 1d6 damage each 3 hit points each 20% tohit each 20 exp each
2 - 2 goblins 1d6 dam each 10 hp each 35% tohit each 30 exp each
3 - 2 orcs 1d6 dam each 12 hp each 40% tohit each 40 exp each
4 - 4 rats 1d6 dam each 3 hp each 20% tohit each 20 exp each
5 - 2 giant rats 1d6 dam each 5 hp each 25% tohit each 25 exp each
6 - 1 troll 2d6 dam 30 hp 30% tohit 60 exp
Step 3 - roll 1 die - if odd the enemy goes first
Step 4 - fight
There, Just a small example of dungeon level 1

Example Shop

10gold - 1 health potion (heals 10 health)
50gold - shield (-5% off of enemy tohit)
50 gold - dagger (20%tohit) 1d6
80 gold - flail (50% tohit) 2d6
100gold - vampire's dagger (25% tohit) 1d6 (gain damage done in health)
200gold - 2 handed sword (40% tohit) 2d6

Start with 100 gold
can wield 2 weapons
1 weapon and shield
or 1 2-handed weapon

Very rough shop

EXP Table


level - exp needed

2 - 50
3 - 100
4 - 200
5 - 350
6 - 550
7 - 800
8 - 1100
9 - 1450
10 - 1850 etc

I also plan on having as many player races as possible - for example -troll,human,fairy,dragonian etc.
but i don't know about implementing classes yet.

Some statistics im thinking of having are
-health
-strength
-size
-intelligence
-mana
-agility
do i need more?

Just thought i would add that my game has NO NEED for miniatures, tiles or any extras - only Dice,paper and pen - Thats all.

I just put together 2 sample races in about 5mins (so might not be good)


Human

Strength-2d6---Every 10 strength adds +1 damage
health-2d6+8---- 0 you die (minus 2 permanent health)and exit dungeon
Agility-2d20+10---Every 10 agility adds +1% tohit
Intelligence-2d6---Intelligence is used in determining spell power
Mana-2d6---used for casting spells


Troll

Special ability - - Regen (heals 5 hp after each encounter)

Strength-2d20+10
Health-2d6+18
Agility-1d6+4
Intelligence-1d6
Mana-1d6


What you gain per level - - +1d6 mana - - +2d6 health - - and +1d6 stat point to distribute as you see fit between strength,agility and intelligence.

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 12:15 pm
by Morgan McCoy
2 Sample spells i just came up with:

Small heal - Heals 1/2 of your intelligence worth of health
- Cost - 5 mana

Quicken - Grants you 1 extra attack per 10 intelligence
- Use in whatever weapon you are holding that you wish(lasts 1 attack round only)
- Cost - 10 mana

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 1:20 pm
by kumakami
While very rough I can see where this could become a well made game, 2 thoughts

1) try to write a demo verson. with an idea like this you need to have something to play test quickly to fix any issue with system.

2) try expandeding this into a Gm'less multi player.

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 1:45 pm
by Morgan McCoy
Thankyou for your input Kumakami

Issue 2:
- I did actually make it to be played with up to 3 chars or players before by doing this

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

But: -- the person i have to playtest the game didn't like it so i dropped it
Maybe i should leave it in as an option

As for issue 1:
- I only have 1 person as playtester at the moment (a relative) so its hard to put it into a demo version that many people would like, besides i am spending all my time making new variants (i have 4-5 now) and i find it hard to stick to any 1 version (luckily i have stuck to this version, the most complex so far - for about 3 days now). I am devoted to eventually having a finished product though, and will definitely keep my 5d20 combat rule, experience factor and most of the things i've already added (albeit not so rough). Plus any ideas i get that i think are good (and i am extremely open minded) i will incorporate.
ps. I'm not the sharpest knife in the kitchen - i hope these aren't too far off the mark. Because im not 100% sure what you mean by a 'demo version' , if you mean just a playtesters version, im yet to get what i have here tested at all :(

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 3:36 pm
by Chainsaw Aardvark

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 4:13 pm
by Morgan McCoy
All i can say to that- is WOW, that's some input - Thankyou

1 i would like to know what this 2d10 method is please, and i am only attached to the 5d20 roll because its the most original and best idea I've thought of so far, once i find out what this 2d10 percentage roll is i will probably use it.
2 - the reason i have experience factor constantly rising is, I am hoping to make the final product something that is endless (no max character level) which I'm finding hard to do with set enemies per dungeon level. I was thinking of having something like this:
enemy health = dungeon level + 2d6 or something
enemy damage = dungeon level times 2 etc etc. you get the idea - But the major downside to a mechanics based system like that is it totally destroys the flavour of the combat (i like to know what i'm up against)
3 - as for the experience getting less each time i would need a pretty darn good idea about how to make the reverse happen ie. getting more exp per tougher enemies.
4 - I'm sorry if i sound badly phrased (maybe i need help to put it all together actually), but I'm classed as 'mentally insane' by psychological terms. Anyway i wont bore you with the details of my illness but lets just say i can't focus well or think like a person labeled 'normal'.
I must add that im not being angry or sarcastic i am only greatfull of input like yours.
5 - I will indeed look at these other examples that you have stated.
6 - As for player choice i will definitely be adding as much of that as possible- 1 thought i had was to have the ability to hunt for a certain type of item or enemy.
7 - i hope thats all your points commented on (i will try to comment on all replies, but i still need actual working time :lol: so if i don't answer comment or questions or whatever you know why).

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 5:07 pm
by Morgan McCoy
I have done some research on the d10 system and it rules - I'm totally on board with this now.
So d10 system in :lol:
5d20 definitely out :twisted: was a crazy idea wasn't it.

Re: My Solo RPG (no dm) Project

PostPosted: Mon Jul 27, 2009 6:27 pm
by Chainsaw Aardvark
You're quite welcome.

Good to see you like percentile dice. There is an 100 sided die known as the zochidecahedron, but it is mostly a novelty item, as it looks a lot like a golf ball, rolls for a long time, and isn't even a fair die due to the seam where the halves come together. 5d20 might work for a die pool system - but that is something else entirely, so for now keep to this route.

As to the endless levels, most games like this have an end-point or wining condition, since after a while everything is going to run together. However, a simple method would be to just say each level requires some percentage more XP than the last. Easy numbers would either be by 50% (20/30/45/...) or simple doubling, and let the players figure out after the first few levels.

Your use of language is no worse than the usual rough draft. I've got a degree in English, naturally, I'm fairly good at that sort of thing.

As to levels of enemies...
One option would be to have multiple charts of enemies for discrete levels of the dungeon - ie Table I for levels 1-5, II for 6-10... so you can balance them against an approximate character at that point of development.

If you want to keep the same creatures, but level them up, there are a few paths of progression they could take. So far creatures have stats four (number, HP, to hit, damage) that can be raised at different rates for each. Trolls get bigger and stronger, but remain solitary creatures, while rats remain pathetic, but swarm you. Perhaps each stat has a type of advancement say None, Slow, Fast, Extreme. (N/S/F/E) so So a type S HP advance means +1 per level, while type E is 5 per level.

Another idea would be to have a table of special abilities, and after X number of levels each creature gets a random new power. So per say, at level 5 there is a chance the normal rat becomes a plague rat with poison damage, or ogres find a stash of armor that reduces the injury you inflict.

As a final option, there could be some mechanic for armor/tactics - which in turn gives more abilities for creatures to obtain as they advance. Armor simply reduces the roll for damage once a hit lands, while a tactic can affect two aspects. For example an aggressive stance adds damage to your attacks, but increases the enemy's chance to hit. Siege mentality adds to your armor, but means you do less damage in return for the caution. (This could also be one of the choices a player makes each fight...)