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Post by Sir Not Appearing on Forum on Jun 21, 2009 15:05:16 GMT -5
Here a few updates that will be found in the Gaia Saga 3.0 rulebook once finished.
Transformation Updates: Allowing transformation rolls by be easier to complete based upon the Stamina of the character trying to transform. Character can eventually transform automatically without a roll. Will not affect Drakul as they need to buy different transformations.
Tactical Combat Section: A new section about nothing but Tactical Combat rules in more detail. This basically offers an entirely different battle system to the one mentioned in the main rules. Follows the one action per turn rule that large games play and also includes the ability to do teamwork attacks with characters high in emotion level. If being used will probably erase the use of the main battle system altogether.
More Races: The saurian race that Brandon created, along with several extinct races that the High Elven Empire was responsible for wiping out before Eternia split.
If you have any ideas for including any rules please post your ideas here.
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Post by Sir Not Appearing on Forum on Jun 22, 2009 12:36:08 GMT -5
INDEED! It's actually kind of ridiculous how I never added them in the first place. ;D
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Post by Sir Not Appearing on Forum on Jun 22, 2009 14:43:31 GMT -5
Indeed.
Here's a few racials I'm thinking of giving them:
Proficiency 25% to bows. Animal Taming as a free skill.
I'll also probably remove one or two racials to even it out.
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Post by Sir Not Appearing on Forum on Oct 16, 2009 14:51:55 GMT -5
RULE CHANGES OFFICIAL IN 3.0 as of TODAY- Stamina will not halve damage automatically, but will absorb damage based upon how many successes you roll instead. This makes more sense to me.
- The double stamina to strength and vice versa rule is now removed in 3.0.
- Firing Dexterity is now its very own statistic area, making ranged combat character a LOT more specialized.
- Racial Points added, allowing making characters easier and allowing me to pretty much remove sub-races altogether for most races. Includes the ability to "buy" your racial abilities from a large list depending on race. This means some sub-races will now become their own race.
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Post by Sir Not Appearing on Forum on Oct 17, 2009 12:26:45 GMT -5
Thanks. Yeah, Ive been thinking of ways to make features more innovative. With the race points deal you should be able to choose both positive and negative racial abilities quite easily. That way you ALWAYS get what you want, and the ones you don't want you can pick for convenience.
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Post by Brandon "Big B" Rice on Oct 18, 2009 13:48:12 GMT -5
I think it's both good and bad. For instance, for those wanting to be a vampire race, they could buy all the good stuff and not but any of the bad stuff that they should have(sunlight, etc.) I do think it's cool, but for some I think there should be special requirements
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Post by Sir Not Appearing on Forum on Oct 20, 2009 12:06:40 GMT -5
Well, what its shaping up to be for the most part is each race getting a mixture of 20-25 racial abilities and disabilities listed to choose from. Most of the racials and disabilities on the lists are the current positive and negative abilities already listed in 2.0, just with some minor tweaks. I've also added a bit more to go along with the Dalros VS Levasia storyline which is the manual's theme.
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Post by Sir Not Appearing on Forum on Oct 20, 2009 20:57:26 GMT -5
Oh yeaaaaahhhh......
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Post by veritas on Oct 28, 2009 16:47:35 GMT -5
Indeed. Here's a few racials I'm thinking of giving them: Proficiency 25% to bows. Animal Taming as a free skill. I'll also probably remove one or two racials to even it out. Also Enhanced Hearing and Sight imo.
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Post by veritas on Oct 28, 2009 16:50:20 GMT -5
As far as the racial point system, I think the easiest way would be to list the disabilities and traits and THEN assign point values. Getting the balance right could be a group effort.
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Post by Sir Not Appearing on Forum on Oct 28, 2009 21:47:42 GMT -5
Thats not a bad idea. I want there to of course be MORE positive racials for each race, that way it will literally impossible to get all of them, making for some more interesting characters. As I list the races in the manual I'll post each on the New Races thread and you guys can help me come up with point costs.
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Post by Sir Not Appearing on Forum on Nov 10, 2009 10:25:14 GMT -5
Just some more updates - The Kib and Lupine have had their background history re-worked a bit to make them sound a little more appealing to players. Their origins now derive from magic experimentation during the days of the High Elven Empire. More on that when the races are finished being written.
- Host are back in the manual, but can only be used in their Symbiote forms so that the character can have a sense of morality.
- Keeping Stamina the way it was before for the most part. LOVE Jason's idea of using percentages based on the level of a characters stamina to absorb damage. This means you WANT to increase Stamina to take less damage. More will be posted on this in due time.
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Post by veritas on Nov 10, 2009 11:34:42 GMT -5
Like Jason's idea as well for Stamina, only one problem I see is that it creates more math, which goes against the original mission statement of a flexible, simple game. Just my two cents.
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Post by Sir Not Appearing on Forum on Nov 10, 2009 12:02:13 GMT -5
It does indeed, and I myself am AWFUL at mathematics. After thinking of different methods though it still is the best I've heard so far. The way it is right now is ridiculous to say the least, and after looking over my original replacement idea it was far too unforgiving and not affective at all. This one will be slightly complex but at least it gives a direct amount of hit points you will manage to save.
I may keep the 25% ratios like I normally do for other things in the game as its rather simple to figure out still. I'm thinking allowing the character to absorb a percentage of damage based upon how close they are to being at their max stat for Stamina. An example would be a character at 25% stat or lower can absorb 10% damage, with the max being they can absorb 50% damage. It's just an idea. I must say though that I think its ridiculous how everyone can absorb 50% regardless of their level right now. Those that will not be able to absorb high amounts of damage may end up relying on armor more or simply not making close quarters based characters.
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Post by veritas on Nov 10, 2009 13:12:51 GMT -5
Oh, based on ranks. A kinda all or nothing thing. So if you were one stat under quarter, it's in your best interest to pick up that one extra stat? Now that's perfectly fine. I just thought we were going to have to be doing something like:
211 Stamina / 300 Cap = 70.3333333333333% -> 70%
That would be pretty silly.
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