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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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Re: My Solo RPG roguelike solitaire 2

Postby Morgan McCoy » Wed Aug 05, 2009 2:54 pm

Hi i just submitted my playable demo of roguelike solitaire 2 but forgot to say rpg in the title so
it probably wont go up on this site but if it does i have to say i corrected all (i hope) the mistakes
from the one i posted here.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Wed Aug 05, 2009 3:23 pm

just found 1 mistake in version 2 guys, it is this line(just delete it or ignore it):
Skills successful roll is =or< your skill %
thanks.
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Re: My Solo RPG (no dm) Project

Postby Rob Lang » Thu Aug 06, 2009 2:32 am

I would never say that a game has no mistakes! It's very very difficult to remove them all. I would definitely bulk out your game with more description, images and a feeling for a setting. As its a solitaire, it needs more setting and background than most RPGs, where the GM will be required to the lion's share of the work.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Aug 06, 2009 5:07 am

yes i know it needs all that stuff but i am by no means a writer.i mean i have scientific understanding of things
but not all that much (whatever you need to be a writer). Just wish i could show someone what
i can imagine - That would make things a hell of a lot easier actually.
I will try to get someone that has more writing capabilities than me to do some backstory and
to add some descriptive essence to the game(hopefully),but for now working on the core rules is
my main aim - As i have been playing games since the 80's and in my opinion story and description
should be the last thing to worry about and the guts of the game should be the most important. Luckily
i am open minded enough to see that not all people think alike and i will definitely add these things in time.
As for images i don't know how i am going to go about them - as i only use wordpad documents for editing
at the moment. Maybe i know someone with a better program that can help me out. Time will tell, Time will tell.
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Re: My Solo RPG INTRODUCTION

Postby Morgan McCoy » Thu Aug 06, 2009 8:10 am

Hi everyone, thanks to Rob Lang i was inspired to write a quick half hour intro to my game
Here it is - enjoy.

Roguelike Solitaire 2 -- INTRO

The muscular fighter 'Deathbringer' plodded along down the stairs past the entrance
of the cavernous dungeon, burping from his last well fed meal of cooked vermin."i hate
the aftertaste of rats" he snickered to himself, picking a piece of tail out of between his
teeth. "I'll make my fortune yet" he thought to himself finishing off the last flight of stairs
and entering the dimly torchlit room of impressive size. Hearing some rocks or something
being disturbed off to the southwest he heads in that direction to investigate. "what could
be so close to the entrance" he wondered clearing his nose of the musty air. Back in the
darkest corner he uncovered a narrow passageway, hidden by the lack of light and cobwebs
which he brushed aside, not a drop of sweat converging on his fearless brow. Moving aside
yet another bunch of thick webs he stood very surprised, to see a skeleton wielding a
scimitar staring him down. Barely noticing the goblin behind the skeleton commanding
it to "attack the intruder, now!" Deathbringer launched an overhead swing of his flail towards
the fleshless one with its deadly spikes gliding through the air. The skeleton easily dodged
out of the way only to have its left arm torn asunder by the experienced fighters' upward yank
on his weapon, bringing it back up into the air with bits of bone. The flail still mid air, the skeleton
whipped his scimitar forward drawing thick red blood from the fighters navel area. "hnng" the
man grunted, backing away slightly before slicing his weapon from left to right across head
height knocking the skeleton senselessly to the uninvitingly rocky floor. The fighter took a step
forward searching the area quickly for the enemy, hoping to finish it off before the goblin shouting
"get up quick" noticed his deep breaths of tiredness and decided to advance. Unluckily his bony
opponent had no such hindrances of not being able to see well in the dark and slashed twice in
quick succession at the lower legs of deathbringer causing blood to flow freely. Stumbling backward
in a lot of pain now deathbringer snatches a magical healing potion out of his belt and chugs it
down seconds before the skeleton kicks him in the stomach. "how'd that bastard get up
so quickly" he pondered for half a second but was cut short by a painfully vivid flash of
steel across his chest. Regaining his composure Deathbringer enrages himself and lets fly
the final blow to be towards the skull of the undead being. "yes" he grunts, smashing the
crapper out of its head sending its body cavities hurtling to the floor. Looking up from the scene of
horror the fighter notices the goblin edging forward raising its weapon with a grin glistening
off of its little green face. WELCOME TO ROGUELIKE SOLITAIRE 2.
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Re: My Solo RPG (no dm) Project

Postby spiralbound » Thu Aug 06, 2009 8:55 am

I've been play testing v1.4 of your game for a few hours. I've taken a Troll Fighter all the way through level one of a generated dungeon. He's explored a dozen or so rooms, had over 50 battles in hallways & rooms, gained a tiny amount of treasure, been back to Town twice, died once, and reached character level 6. It is a fun game that, while still needing more refinement, is quite playable. I did need to house rule a couple of things to cover unanswered issues in the document, and I do have some questions as well.

Questions:

1 ) What is Int used for other than determining starting Mana?
2 ) How do you regain spent Mana? Only through Mana Potions?
3 ) Why record the number of fights?
4 ) When can you spend gold? Only if you go back to Town? (This is how I ruled it, thus making the expensive Town Portal make sense as an item)
5 ) Do Rooms/hallways repopulate if you backtrack over previously explored sections? (I ruled that it does, which greatly expanded the length of time I spend on the first dungeon level.)
6 ) How do you increase max Mana? (I ruled and hereby propose that characters get 1D6/2 points per level, rounded down.)
7 ) Do Masteries also cost 2 Mana per use or are they "always on"? (I ruled that they are a constant bonus and thus always on. While this did up the to-hit of my weapon over time, it didn't become overwhelming since you only get 2 Mastery points per level.)
8 ) What are the To-Hit & Dmg of an unarmed strike? I ruled a to-hit of 1% & your Strength bonus for damage ... (I see in this thread that at one point you went with a weaponless to-Hit of 15%, is this still in effect?)
9 ) Can a room have more than one hallway in a given direction? (For example, two hallways leading East? I was mapping on a grid, thus I ruled no and then rerolled any repeated directions when assigning hallways.)

I also ruled that if you return to Town, then your Health & Mana get topped up during your stay there. I justify this by assuming that an Adventurer would rest up in Town and naturally regain their Health & Mana before returning to the rather dangerous dungeon.

I propose an "Unarmed Mastery" for weaponless combat.

You posted that you are simultaneously working on both versions 1 and 2 of this game. After playing v1.4 and reading over your posting of v2, I suggest you use a different name for v2. It is such a large change from v1 that it really looks like a different game altogether. What if v1 was called "Roguelike Solitaire" and v2 was called "Angband Soolitaire"? (Angband being the name of a similar game that came out after Rogue.)

Also, is there any way I could get a copy of v1.6c to playtest it?

I have other suggestions, but this post is large enough already! :lol:
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Aug 06, 2009 9:23 am

Firstly pretty much all your assumptions are correct
2ndly i don't know how to attach an item(or even if its possible)to my posts
3rdly i have sent in a demo version of 1.6c and version 2 but none were accepted prob
because i did not submit them properly but i will post what i have in just a sec.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Aug 06, 2009 9:27 am

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

BY MORGAN McCOY


Version 1.6c - Playable demo

Dedicated to my loving sister Dragell

Special thanks to all that helped and gave me ideas



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

1 to 3 players, what you'll need:
1d6,1d20, 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


--------------------------------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 - 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



Character sheet eg.
--------------------
Have a separate box for each of the following:
level, strength, agility, Strength difficulty, Agility dificulty, intelligence, to hit left hand,
to hit right hand, damage left, damage right, gold, health potions, mana potions, armour,
helm, shield, greaves, gloves, boots, skills, masteries, health, mana,
equipment, experience and fights.



--------------------------------STEP 3 - Starting equipment
I weapon----------- -flail 7 damage or
plus--------------------sword 4 damage or
-10 dif points----- -mace 5 damage or
and 5 hp and----- -axe 6 damage or
mp pots and--------whip 3 damage or
100 gold-------------dagger 2 damage


SHOP - Selling price is 1/4 the buying cost

Miscellaneus
-------------------
mana pot - 50 gold (restores 20 mana)
Health pot - 50 gold (restores 20 health)

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


Armour
-------------
-helm -- 50 gold
-boots -- 40 gold
-gloves -- 20 gold
-greaves -- 80 gold
-armour -- 100 gold
-shield -- 60 gold

Type of armour/required level/price/PV/AC

cloth -- 1 -- 50 gold -- 1d6/1d6
leather -- 2 -- 100 gold -- 1d6 +2/2d6
studded -- 3 -- 500 gold -- 1d6 +3/1d20
bronze -- 5 -- 1,000 gold -- 2d6/2d20
copper -- 10 -- 2,000 gold -- 2d6/2d20 +5
steel -- 15 -- 5,000 gold -- 2d6 +5/2d20 +10
gold -- 20 -- 10,000 gold -- 4d6/3d20
platinum -- 25 -- 50,000 gold -- 2d20/5d20



--------------------------------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 8- 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.


Table A
---------
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 your turn it is and if over oponent ac:
roll a difficulty check for the oponents agility
If the oponents agility check is successful it dodges (no damage taken)
if the oponents 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 damaging enemy take off its pv from damage done.
When you kill an enemy immediately get exp.
3 - roll 1d10 for your enemies turns and if it is and if over your ac:
roll a difficulty check for your agility
If your agility check is successful you dodge (no damage taken)
if your agility check fails you hit it (check your enemies strength difficulty)
if successful it stuns you and damages you.(it gains 1 extra immediate attack on you)
when damaging you take off your pv from damage done.
When you kill an enemy immediately get exp.

4 - Repeat 2-3 untill the enemy are dead, if you die go to the shopping step and lose 2
permanent hp but gain full health and mana.
5 - Escape the dungeon at any time for loss of 1 permanent hp
6 - Killing blow gets the whole exp off an enemy.
7 - All gold is split between players in the same room

LEVEL 1 only
----------------------

Roll 1d6, if odd then no enemies present. If even roll 1d6 x 1/2 for the amount of enemies present.
Then roll 1d10 for each seperate enemy.

10-Zombie/str-80/agi-90/dam 5/hp 10/pv-2/ac-40/exp 50
20-Wolf/str-85/agi-65/dam 3/hp 5/pv-0/ac-10/exp 40
30-Goblin/str-85/agi-80/dam 4/hp 8/pv-2/ac-30/exp 45
40-Rat/str-95/agi-75/dam 1/hp 2/pv-1/ac-10/exp 15
50-VampireBat/str-90/agi-55/dam 2/hp 3/pv-1/ac-10/exp 30
60-GiantAnt/str-60/agi-60/dam 6/hp 9/pv-3/ac-65/exp 70
70-Troll/str-50/agi-90/dam 10/hp 20/pv-5/ac-55/exp 100
80-Kobold/str-90/agi-60/dam 5/hp 6/pv-1/ac-20/exp 60
90-Skeleton/str-85/agi-70/dam 6/hp 9/pv-2/ac-55/exp 60
00-GiantSpider/str-85/agi-85/dam 5/hp 8/pv-1/ac-10/exp 50


2 players
----------
if enemies turn roll 1d6
odd roll - attacks left person
even roll - 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




---------------------------------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 1d6 worth of stat points and distribute them between your strength,int,agility
as you see fit.
2. Gain 2d6 health
3. Gain -10 difficulty to distribute between skills, str, masteries and agility difficulties


Stats Explained
----------------

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



Skills
--------

Skills successful roll is over the stated difficulty.
you start with 100 difficulty to all skills, str, masteries and agility.
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 - 100 Avoid all damage done to you
Demon strength - 100 do double your said damage
First aid - 100 heal 1/2 your max hp worth of hp
Rebound - 100 do 2x damage done to you back at enemy
Quicken - 100 1 extra attack with weapon of choice
Hunting - 100 Pick which encounter you want to battle
Treasure find - 100 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.

Dagger mastery - 100 difficulty with daggers (every successful use does double damage)
Sword mastery - 100 difficulty with swords (every successful use does double damage)
Mace mastery - 100 difficulty with maces (every successful use does double damage)
Whip mastery - 100 difficulty with whips (every successful use does double damage)
Flail mastery - 100 difficulty with flails (every successful use does double damage)
Axe mastery - 100 difficulty with axes (every successful use does double damage)



-----------------------------------STEP 6 Treasure hunting

Roll 1d10 and go to treasue table

Random Treasure Table
----------------------------

1 - nothing
2 - 100 x your level in gold
3 - go to armour table
4 - go to weapons table
5 - go to weapons table
6 - go to armour table
7 - hp pots x 5
8 - nothing
9 - trap lose 1/2 max hp
00 - 100 x your level in gold


weapons table
----------------------

1. roll 1d6 for type of weapon

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

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


Armour table
---------------------

1. Roll 1d6 for type of armour

1 - helm
2 - boots
3 - gloves
4 - greaves
5 - armour
6 - shield

2. Roll 1d10 for material of armour/required level /PV/AC
0% + = cloth 1 1d6/1d6
20% + = leather 2 1d6 +2/2d6
50% + = studded 3 1d6 +3/1d20
80% + = bronze 5 2d6/2d20
90% + = copper 10 2d6/2d20 +5
92% + = steel 15 2d6 +5/2d20 +10
95% + = gold 20 4d6/3d20
98% + = platinum 25 2d20/5d20

Sorry the posting of wordpad docs doesnt go down too well
Last edited by Morgan McCoy on Thu Aug 06, 2009 11:32 am, edited 1 time in total.
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Re: My Solo RPG (no dm) Project

Postby Morgan McCoy » Thu Aug 06, 2009 9:31 am

And this is what i have so far for version 2

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

BY MORGAN McCOY


Version 2 - Playable demo

------------------------------INTRO--------------------------

The muscular fighter 'Deathbringer' plodded along down the stairs past the entrance
of the cavernous dungeon, burping from his last well fed meal of cooked vermin."i hate
the aftertaste of rats" he snickered to himself, picking a piece of tail out of between his
teeth. "i'll make my fortune yet" he thought to himself finishing off the last flight of stairs
and entering the dimly torchlit room of impressive size. Hearing some rocks or something
being disturbed off to the southwest he heads in that direction to investigate. "what could
be so close to the entrance" he wondered clearing his nose of the musty air. Back in the
darkest corner he uncovered a narrow passageway, hidden by the lack of light and cobwebs
which he brushed aside, not a drop of sweat converging on his fearless brow. Moving aside
yet another bunch of thick webs he stood very surprised, to see a skeleton wielding a
scimitar staring him down. Barely noticing the goblin behind the skeleton commanding
it to "attack the intruder, now!" Deathbringer launched an overhead swing of his flail towards
the fleshless one with its deadly spikes gliding through the air. The skeleton easily dodged
out of the way only to have its left arm torn asunder by the experienced fighters' upward yank
on his weapon, bringing it back up into the air with bits of bone. The flail still mid air, the skeleton
whipped his scimitar forward drawing thick red blood from the fighters navel area. "hnng" the
man grunted, backing away slightly before slicing his weapon from left to right across head
height knocking the skeleton senselessly to the uninvitingly rocky floor. The fighter took a step
forward searching the area quickly for the enemy, hoping to finish it off before the goblin shouting
"get up quick" noticed his deep breaths of tiredness and decided to advance. Unluckily his bony
opponent had no such hindrances of not being able to see well in the dark and slashed twice in
quick succession at the lower legs of deathbringer causeing blood to flow freely. Stumbling backward
in a lot of pain now deathbringer snatches a magical healing potion out of his belt and chugs it
down seconds before the skeleton kicks him in the stomache. "how'd that bastard get up
so quickly" he pondered for half a second but was cut short by a painfully vivid flash of
steel across his chest. Regaining his composure Deathbringer enrages himself and lets fly
the final blow to be towards the skull of the undead being. "yes" he grunts, smashing the
crapper out of its head sending its body cavities hurtling to the floor. Looking up from the scene of
horror the fighter notices the goblin edging forward raising its weapon with a grin glistening
off of its little green face. WELCOME TO ROGUELIKE SOLITAIRE 2.



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

1 player, what you'll need:
1d8, 1d6 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

To check a skill you must roll over it

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-100
ResistDisease-100
ResistPoison-100
ResistFire-100
ResistMagic-100

The following masteries:

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

Dagger mastery-100
Sword mastery-100
Mace mastery-100
Whip mastery-100
Flail mastery-100
Axe mastery-100


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

All skills, str and agi - start at 95 difficulty besides resistances and masteries
which both start at 100 difficulty each.
health starts at 1d10 + 50

Character Classes

fighter - minus 5 difficulty to all masteries
Cleric - minus 10 difficulty from heal and minus 5 difficulty to mace mastery
Barbarian - minus 10 difficulty to sword mastery and minus 5 difficulty to strength
Thief - minus 10 difficulty to agility 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 1d8, 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 8- 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 your turn if over (see combat table)
roll a difficulty check for the oponents agility
If the oponents agility check is successful it dodges (no damage taken)
if the oponents 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 - roll 1d10 for your enemies turns and if it is over (see combat table)
roll a difficulty check for your agility
If your agility check is successful you dodge (no damage taken)
if your agility check fails you are hit (check your enemies strength difficulty)
if successful it stuns you and damages you.(it gains 1 extra immediate attack on you)
4 - Repeat 2-3 untill the enemy are dead, if you die go to the shopping step and lose 20
permanent hp but gain full health and mana.
5 - Escape the dungeon at any time for loss of 10 permanent hp
6 - Killing blow gets the whole exp off an enemy.
7 - All gold is split between players in the same room


--------------------------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 defender.


---------------------------------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 to distribute between any skill
or mastery or str/agi/resists.
2. Gain 1d10 in health

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

Skills
--------

you start with 95 difficulty to all skills, str and agility.But not resistances or masteries.

Heal - 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
Morgan McCoy
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Re: My Solo RPG v1.6d

Postby Morgan McCoy » Thu Aug 06, 2009 11:30 am

Hi all, i am currently starting to resume work again on version 1.6d
So far all i have done is drop strength and agility difficulty from fights.
As it is getting far too complex, i will leave those things for version 2.
As it is version 1.6c and 1.6d have new armour and weapon tables to deal with.
So if your wanting to test out 1.6d just play 1.6c without strength and agility difficulties.
Morgan McCoy
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Posts: 51
Joined: Mon Jul 27, 2009 11:04 am
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