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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 4 of 6 • 1, 2, 3, 4, 5, 6
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Fri Jul 31, 2009 3:08 pm

Here is the link to the playable demo version
http://www.1km1kt.net/rpg/roguelike-solitaire
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Sat Aug 01, 2009 1:35 am

Hi all, i am still working on my project - just a quick update
I have devised a new treasure system, a pricing system
and a level requirement system. As well as a base item
system eg. a base scimitar is (28% tohit) 8 damage
new items include rings and amulets
1 example item i just rolled for is:
Leeching amulet of mana - does - 7 mana gained per hit, +1 mana max
Pricing system places this item at a buying price of 130 gold and
a selling price of 65 gold with a level requirement of 2
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Sun Aug 02, 2009 5:24 am

Hi all, i know i said i was sticking to version 1 of roguelike solitaire
but i have kinda become sidetracked with version 2 - This one really has
me exited as it involves:
An exiting new combat system including dodging,stunning and an attack
table along with different resistance types wherein you can take 1/2
damage to a particular resistance on a successful check of your appropriate
skill.
Talking about skills - You no longer have any stats, only skills that you can
check against a difficulty (and this time you have to get over the skill difficulty)
making the play a lot smoother and more fun.
I have basically finished the game bar for the dungeons, shop and a decent treasure
table, meaning i have a shop where you can buy, say a weapon that does 10 damage
for 100gold and requiring level 1, a weapon doing 20 damage for 200gold requiring
level 2 and so on. One dungeon and a basic treasure system but mainly you just
search corpses for treasure using your search skill.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Mon Aug 03, 2009 7:59 am

Just a sampl of 1 of the new combat tables

Combat Table 2

---- 1 - 2 - 3 -4 - 5 - 6 -7 - 8 -9 -10
1 -- 50 55 60 65 70 75 80 85 90 95
2 -- 45 50 55 60 65 70 75 80 85 90
3 -- 40 45 50 55 60 65 70 75 80 85
4 -- 35 40 45 50 55 60 65 70 75 80
5 -- 30 35 40 45 50 55 60 65 70 75
6 -- 25 30 35 40 45 50 55 60 65 70
7 -- 20 25 30 35 40 45 50 55 60 65
8 -- 15 20 25 30 35 40 45 50 55 60
9 -- 10 15 20 25 30 35 40 45 50 55
10 -- 5 10 15 20 25 30 35 40 45 50


Vertical no's are attackers level
Horizontal no's are defenders level

attacker must roll over this no. to successfully make a swing
at the enemy.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Tue Aug 04, 2009 8:38 am

Hi all, I have just submitted version 1.5b (yes i have resumed work on version 1)
It is only a test and might not even be put up but if it is, Please test it out - I desperately need
to know if anyone is at all interested in this type of game. Thankyou

ps - I also remembered to say thakyou to everyone that helped and gave me ideas(sadly i didnt remember the
names but you know who you are).
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Tue Aug 04, 2009 9:17 am

Umm... :lol: i kinda forgot the 1st 2nd and third dungeon levels in my
test version - sorry , i think everyone is smart enough though to make
their own dungeons of enemies, but worry not for the final version
will have at least 10 dungeons.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Tue Aug 04, 2009 9:35 am

Reminder to self:
1-organise your sh*t better
2-read and reread your test copies b4 submitting
3-stop submitting test copies and taking
up the beautiful front page of this wonderful site.
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Re: My Solo RPG (no dm) Project

Postby kumakami » Tue Aug 04, 2009 1:58 pm

no we just go through periods of quiet around here
Time Fly's like an arrow! Fruit Fly's like a banana!
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Re: My Solo RPG (no dm) Project Version 2

Postby Morgan McCoy » Wed Aug 05, 2009 7:55 am

Hi everyone this is my progress thus far on version 2:

------------------ROGUELIKE SOLITAIRE-2-THE SINGLE PLAYER HACK'N'SLASH ADVENTURE------




--------------------------------STEP 1 - You will need

1 player, what you'll need:
1d8 and 1d10 dice, paper, pen and imagination!

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

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



Character sheet eg.
--------------------
Have a separate box for each of the following:
Level, strength, agility, damage, masteries, skills,
gold, health potions, health, equipment, experience and fights.

The following skills:

Heal-95
Sneak-95
Search-95
ResistPhysical-95
ResistDisease-95
ResistPoison-95
ResistFire-95
ResistMagic-95

The following masteries:

if you successfully check a mastery after a successful attack
you do double your damage.

Dagger mastery
Sword mastery
Mace mastery
Whip mastery
Flail mastery
Axe mastery


--------------------------------STEP 2 - Create your character

All masteries and skills, str and agi - start at 95 difficulty
health starts at 1d10 + 50

Character Classes

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



--------------------------------STEP 3 - Buy your starting equipment


SHOP - You start with

-flail 7 damage or
-sword 4 damage or
-mace 5 damage or
-axe 6 damage or
-whip 3 damage or
-dagger 2 damage

-5 hp pots


SHOP - Selling price is 1/4 the buying cost

Weapons
---------------
-flail 7 damage - 70 gold
-sword 4 damage - 40 gold
-mace 5 damage - 50 gold
-axe 6 damage - 60 gold
-whip 3 damage - 30 gold
-dagger 2 damage - 20 gold

Required level to use/bonuses/price

level 1/ +8 damage - 100 gold
level 2/ +10 damage - 200 gold
level 3/ + 15 damage - 300 gold
level 5/ + 20 damage - 500 gold
level 15/ +30 damage - 1,000 gold
level 25/ +50 damage - 3,000 gold


50gold - hp potion (gain 50 hp)



--------------------------------STEP 4 - Entering the dungeon


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

Step 4- go into a hallway and roll 1d6, if odd no encounters
if even goto combat table.

Step 5- Make a room off of hallways

Step 6- Choose a room to enter

Step 7-go into a room and if odd no encounters
if even goto combat table.

Step 5- repeat step 2 to step 7 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.


Fighting

Rules

If fighting in a hallway fight enemies 1 at a time otherwise fight all at once, meaning
you have your turn then all of them then you etc.

1 - before the fight roll a die, if odd the enemy goes 1st
2 - roll 1d10 for whomever's turn it is and Check Combat Table for tohit difficulty
If over or = to the tohit difficulty roll a difficulty check for the enemies agility
If the enemies agility check is successful it dodges (no damage taken)
if the enemy agility check fails you hit it (check your strength difficulty)
if successful you stun the enemy and damage it.(gain 1 extra immediate attack on it)
When you kill an enemy immediately get exp.
3 - Repeat 2 untill the enemy are dead, if you die go to the shopping step and lose 2
permanent hp but gain full health and mana.
4 - Escape the dungeon at any time for loss of 1 permanent hp

--------------------------Combat Table

roll 1d6 x 1/2 for the amount of enemies present.
Then roll 1d10 for each seperate enemy in appropriate dungeon level.


to see if you successfully get a swing at the enemy
check this table, if the enemy is 2 levels above you,
you must roll over 60, if the enemy is 3 levels below
you, you must roll over 35 etc. you get the idea hopefully.

+12 = 95
+11 = 95
+10 = 95
+9 = 95
+8 = 90
+7 = 85
+6 = 80
+5 = 75
+4 = 70
+3 = 65
+2 = 60
+1 = 55
0 = 50
-1 = 45
-2 = 40
-3 = 35
-4 = 30
-5 = 25
-6 = 20
-7 = 15
-8 = 10
-9 = 5
-10 = 5
-11 = 5
-12 = 5


attacker must roll over this no. to successfully make a swing
at the enemy.


---------------------------------STEP 5 - GOING UP A LEVEL

EXP TABLE
----------

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



1. Gain minus 10 difficulty from any skill or mastery or str/agi
2. Gain 1d10 in health

-------------------Skills Explained--------------

Skills
--------

Skills successful roll is =or< your skill %
you start with 95 difficulty to all skills, str and agility.


Heal - 95% heal 1/2 your max hp worth of hp
Sneak - if successful you completely evade enemies in room/hall
Search - if successfully search an enemy corpse goto weapons and treasure table

weapons and treasure table
----------------------

1. roll 1d10 for type of weapon or treasure

1 - flail 7 damage goto 2
2 - sword 4 damage goto 2
3 - mace 5 damage goto 2
4 - axe 6 damage goto 2
5 - whip 3 damage goto 2
6 - dagger 2 damage goto 2
7 - Creatures lev x 100 in gold
8 - Creatures lev x 100 in gold
9 - Creatures lev x 100 in gold
0 - Creatures lev x 100 in gold

2. Roll 1d10 for bonus damage /level requirement
if 0%+ = +8 damage /1
50%+ = +10 damage /2
85%+ = +15 damage /3
90%+ = +20 damage /5
95%+ = +30 damage /15
98%+ = +50 damage /25

--------Dungeon level 1-------


10-Zombie/str-80/agi-90/dam 20pois/hp 60/exp 50
20-Wolf/str-85/agi-65/dam 15phys/hp 20/exp 50
30-Goblin/str-85/agi-80/dam 12phys/hp 30/exp 40
40-Rat/str-95/agi-75/dam 6dis/hp 10/exp 15
50-VampireBat/str-90/agi-55/dam 6phys/hp 15/exp 30
60-GiantAnt/str-60/agi-60/dam 20pois/hp 30/exp 70
70-Troll/str-50/agi-90/dam 40phys/hp 100/exp 110
80-Kobold/str-90/agi-60/dam 20mag/hp 20/exp 60
90-Skeleton/str-85/agi-70/dam 15phys/hp 30/exp 60
00-GiantSpider/str-85/agi-85/dam 10pois/hp 40/exp 40
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Wed Aug 05, 2009 11:45 am

Also i am still working on version 1:
i am up to version 1.6c
c stands for 3rd variant of version 1.6
all i pretty much have to do is add the dungeons and
its finishing touches and it'll be finished (hopefully)
and i have added a more descriptive dungeon generator
and fighting rules.
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