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Untitled Forum Game

Discussion in 'Forum Games' started by BrokenRealities, Nov 18, 2022.

?

Would you be interested in this

  1. Yes, both GM and player

    0 vote(s)
    0.0%
  2. Yes, just GM

    0 vote(s)
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  3. Yes, just player

    4 vote(s)
    66.7%
  4. No, your ideas are terrible

    0 vote(s)
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  5. no but like i guess someone else might want to maybe?

    2 vote(s)
    33.3%
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  1. BrokenRealities

    BrokenRealities Undefined Variable

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    Alright so this is dead by now
    Inspired by a couple of other forum RPGs on here that I can't remember the name of. If you have one just assume that I took inspiration from it I guess.
    Formalities past, here it is:
    Help I Don't Know What to Name This
    - This uses a custom set-up of my own design.
    - Unlike the majority of RPGs, despite being the developer of the system, I will not be the Game Master. That's your job.
    There are 4 main stats that a character has:
    - Strength, which increases Attack Power.
    - Vitality, which increases Health and Stamina Recovery.
    - Agility, which increases Guard Power.
    - Intellect, which increases Magic.
    Note that these stats may be tested by a game master; the standard procedure for a so-called "Ability Check" is to roll 2d6 (average 7), and add the stat's value (from negative 3 to positive 5).
    Stats may either be generated randomly: by rolling a d6 and subtracting a d4 four times for four values, then assigning each number to a stat.
    They might instead be generated stably: assigning a -1, 0, 2 and 3 to the four stats.
    Unlike some systems, character race is primarily thematic in this system. Add one to two relevant stats - for example, vitality and intellect for humans, or strength and vitality for dwarves. Character race grants no other benefits unless a Game Master grants it, usually with a downside to go with it.
    As most of those experienced with RPGs are aware, a character's class represents their skillset. This is the list of classes, though keep in mind, this system is merely a framework, so a Game Master might permit a custom class, if they so choose. Class Features are also likely highly imbalanced.
    Class Descriptions will also be added in consecutive posts. There are 6 classes to choose from currently - the Brute, the Knight, the Archer, the Rogue, the Sorcerer and the Druid. Three of these classes can wield magic, though none wield it in quite the same way.
    Combat is round-based, meaning that participants in a fight describe their actions and they are resolved simultaneously. Assume that effects fulfill their purpose. There are 5 rounds in one minute.
    Each round, each character takes an Action and rolls six-sided dice equal to their Guard Value. The sum of these dice, known as Guard, is subtracted from damage taken from each attack they receive - Guard does not effect most magical effects.
    The most common Action a character can take is to Attack, rolling six-sided dice equal to their Attack Value and dealing that much damage to a target chosen before the dice are rolled. Many features add additional actions.
    A character's maximum health is found by this equation:
    Level(5 + Vitality). As a result, health scales from the absolute minimum of 2 to the maximum of 100, but on average scales from about 7 to 70, mostly just from level.
    A character regains one-fifth of their health, rounded up, when they spend a night resting.
    When reduced to 0 health, unimportant npcs die automatically - important characters are instead knocked unconscious, and die if they take any amount of damage thrice, or damage exceeding their maximum health once.
    Even strong characters can only do so much before they tire. All characters have a maximum Stamina of 35, and regain an amount of stamina equal to (the sum of a number of six-sided dice equal to the character's Strength plus their Vitality), to a minimum of 5.
    Characters take turns declaring Statements, possibly putting additional description into their statement for context. Characters will usually show their most prevalent emotion, so unless your character is out of sight or skilled at facade, it is recommended to show the character's emotion with the description.
    out of example context: Gorfunjändr is playing hide and seek.
    Gorfunjändr, smirking, calls in a loud voice: "Come out, wherever you are, rascal!"
    Let's say you're bad at writing, which is perfectly fine and acceptable:
    Gorfun (playfully): "I know you're in here somewhere!"
    As for exploration, you know the drill by now; GM describes environment, players interact, GM says what happens.
    Note that there is no difference between ranged and melee weapons, and a weapon can be flavored however you want, as long as it remains consistently melee or ranged. Unarmed attacks can also be made at range. Example weapons are in parentheses.
    Unarmed: Attack Value = Strength (min 1), 5 Stamina
    Type 1: Attack Value = 1+Strength, 9 Stamina (Club)
    Type 2: Attack Value = 2+Strength, 16 Stamina (Longbow)
    Type 3: Attack Value = 3+Strength, 25 Stamina (Greataxe)
    Type 4: Attack Value = 2, 4 Stamina (Dagger)
    Type 5: Attack Value = 3, 9 Stamina (Crossbow)
    Type 6: Attack Value = 4, 16 Stamina (Rapier)
    Remember, you can flavor equipment however you want. Rolling for Guard costs Stamina, and if you can't pay the stamina cost, you can't roll for Guard.
    Unarmored: Guard Value = Agility (min 1), Stamina: 5
    Leather: Guard Value = 1+Agility, Stamina: 4
    Fortified Leather: Guard Value = 2+Agility, Stamina: 6
    Half-Plate: Guard Value = 3, Stamina: 7
    Full Plate: Guard Value = 5, Stamina: 12
    Shield: Adds +1 to Guard Value and +4 to Guard Stamina Cost while in combat
    Oh, and also, if you decide to be a Game Master: You don't get a player character, but you do get to do all the worldbuilding instead of me! Oh, you... don't really like worldbuilding? um... well, hopefully someone else comes along to do that for you.

    Anyways, if any of this doesn't make sense or is so much as misspelled, feel free to notice and tell me.
     
    Last edited: Dec 29, 2022
  2. Shiny_Bridge

    Shiny_Bridge I don’t mind pings :)

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    I would like to do this
    ________________________________
    Also, it should be called untitled forum game.
     
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  3. BrokenRealities

    BrokenRealities Undefined Variable

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    The Brute
    A savage attacker, the Brute makes a fearsome foe. They throw caution to the wind, and their enemies catch it like a cold with the symptom of terror.
    Once per day, you can enter a fearsome battle rage, adding 2 to your Strength for 1 minute. You are considered Raging while your Strength is boosted in this way. (Note that the expectation is that you get at most one fight a day in normal circumstances, i.e. not dungeon crawling)
    Steady Fury: Starting at Level 5, your Rage is permanent.
    On your turn, you may choose to add your Guard Value to your Attack Value, removing your Guard Value as a result.
    Add 1 to one of your stats, to a maximum of 5.
    Gain this benefit again at level 6 and at level 9.
    When a die comes up as a 6 on one of your Attack Rolls, instead treat it as an 9.
    Brutality: Starting at Level 8, instead treat a 6 as a 10, and a 5 as a 7.
    When you reduce an enemy to 0 health with a melee attack, you may choose a new target to take the remaining damage until there is no longer remaining damage.
    When a die comes up as a 1 on one of your Attack Rolls, reroll the die until it isn't a 1.
    ________________________________
    The Knight
    A tough defender, the Knight is a trial to kill. They can take mighty blows, and have means of protecting their allies.
    When you roll for Guard and a die comes up as a 1, instead treat it as a 4.
    Ironhide: Starting at Level 7, when you roll for Guard, you can treat any roll lower than a 4 as a 4.
    Reflexive (You use this by interrupting another action as it resolves. A character can only use one Reflexive ability per round.)
    When an enemy makes a melee attack against you, add 2d6 to your Guard against the attack.
    Deflection: Starting at Level 10, this can be used against ranged attacks, and adds 4d6 Guard instead (including for melee attacks).
    Add 1 to one of your stats, to a maximum of 5.
    Gain this benefit again at level 6 and at level 9.
    When you attack an enemy, reduce their Attack and Guard by 1d6 each until the end of the round.
    Unless you are unconscious, your allies have +2 to their Guard Value.
    Taunt: Starting at Level 8, your allies cannot be targeted by solely harmful effects unless you are also targeted, unless you are unconscious.
    ________________________________
    The Archer
    Swift-footed, the Archer is an expert in ranged combat. Their projectiles are deadly, and might be of use in more than just combat.
    You can make attacks from a distance, before combat truly begins. Unless you are surprised, you may make one attack before Guard is rolled for the first time.
    If your armor allows you to add your Agility, and you roll a die for Guard that comes up as a 4, instead treat it as a 7.
    Swiftness: Starting at Level 5, you may treat a roll of a 5 or 6 as a 7 as well.
    Fleet: Starting at Level 8, you may treat a roll of 1 or 2 as a 3.
    Add 1 to one of your stats, to a maximum of 5.
    Gain this benefit again at level 6 and at level 9.
    If you so choose, you may split your damage with a ranged attack between multiple opponents.
    An enemy can only apply one die of Guard against your ranged attacks.
    Sniper: Starting at Level 10, instead ignore all Guard, and (within general reason) ignore range restrictions on your projectiles.
    ________________________________
    The Rogue
    Stealthy and deadly, the Rogue is a master of shadows. They can bend the darkness itself to their will before dealing a devastating strike.
    You have maximum Enigma equal to your Intellect plus your level, and know a number of Rogue Spells equal to your intellect (minimum 1).
    You can use Enigma as a casting resource, and regain all of it after resting for a night.
    Once per minute, when you make a melee attack, you may choose to make the attack a Backstab.
    Backstabs bypass the target's Guard entirely.
    Assassinate: Starting at Level 5, if you roll a 1 when rolling for a Backstab's attack, roll an additional die and add it to the attack.
    Add 1 to one of your stats, to a maximum of 5.
    Gain this benefit again at level 6 and at level 9.
    As an action, you may spend 1 Enigma to vanish tracelessly into the shadows for up to 1 minute. You cannot be targeted while Vanished, and you lose the benefit if you make an attack.
    In addition, learn a new additional Rogue Spell.
    When you take damage and/or are attacked, increase your Guard by 1d6.
    When you Backstab an enemy, you may spend 1 Enigma to bypass the Backstab cooldown. If the backstab is lethal, the target bypasses unconsciousness, and the attack is undetectable unless viewed.
    As part of the same action as the backstab, if it was lethal, you may spend 1 Enigma to trigger Vanishing Act.
    In addition, learn a new additional Rogue Spell.
    Your attacks consistently bypass magical protections, and you can see invisible opponents, unless they also have this feature or the invisibility specifically states that it cannot be detected by any means.
    ________________________________
    The Sorcerer
    Chaotic and vengeful, the Sorcerer has raw power in their blood. They shape life and death and chaos with undeniable results.
    You have maximum Mana equal to your Intellect plus your level, and know a number of Sorcerer Spells equal to your intellect (minimum 1).
    You can use Mana as a casting resource, and regain all of it after resting for a night.
    When you damage an enemy, regain 1d6 health.
    Add 1 to one of your stats, to a maximum of 5.
    Gain this benefit again at level 6 and at level 9.
    As an action, you may spend 1 Mana to forge a siphon between a target and yourself. For 1 minute, the target loses 1 health per round, and you regain 1 health. This effect can stack.
    In addition, learn a new additional Sorcerer Spell.
    Sanguine Tether: Starting at Level 8, when you take damage, you may choose to deal 1 damage through each siphon as a backlash. In addition, learn a new additional Sorcerer Spell.
    As an action, you may transpose your Mana into regenerative ability, or vice versa. Turn up to 5 Mana into Bloodforce, or 5 Bloodforce into Mana. At the start of the round, gain health equal to your Bloodforce, and lose one Bloodforce if you regained any health.
    Life Spender: Starting at Level 7, you can lend your Bloodforce's healing to allies, losing Bloodforce as expected if you do so.
    As an action, spend 5 Bloodforce to deal 25 damage to up to 5 enemies. You fall unconscious for 1 minute afterwards.
    ________________________________
    The Druid
    Calm and mighty, the Druid commands the power of the world itself. They wield this capability to great effect, aiding allies and frustrating foes.
    You have maximum Mystica equal to your Intellect plus your level, and know a number of Druid Spells equal to your intellect (minimum 1).
    You can use Mystica as a casting resource, and regain all of it after resting for a night.
    Once per day, you may touch an ally and restore one fifth of their health.
    Add 1 to one of your stats, to a maximum of 5.
    Gain this benefit again at level 6 and at level 9.
    As an action, you may spend 1 Mystica to shapeshift into an animal of your choice for up to 1 hour. Change your Strength and Agility to any values that total 4 until the effect ends, and you might gain non-combat benefits of the animal, such as flight or swimming.
    In addition, learn a new additional Druid Spell.
    Predation: Starting at Level 7, when an enemy is reduced to 0 health, regain 3d6 health.
    Enhanced Shapeshift: You may spend an additional point of Mystica to increase the duration to 1 day, and retain speech. Strength and Agility can now total 5. In addition, learn a new additional Druid Spell.
    Yah, you can talk to plants and animals now, ok? Don't get too excited, you still have no idea how to understand them.
    As an action, you can spend 5 Mystica to conjure a huge burst of flora. The flora may be larger than normal, but remains to a reasonable level - no 1000 ft tall trees, but yes, 6 ft grass is ok. The flora is especially hardy, and can survive despite a lack of nutrients - though they still need sunlight.
     
    Last edited: Nov 19, 2022
  4. Jackkoh

    Jackkoh Grass of the Realm VIP+

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    go into fantasynamegenerators.com and search kingdom names why not
     
  5. BrokenRealities

    BrokenRealities Undefined Variable

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    Spells
    Each spellcasting class (Rogue, Sorcerer, Druid) can learn up to a total of 7 spells, from a list of 15.
    Similarly to D&D, new spells become available at higher levels; contrastingly to D&D, the game uses a Resource system.
    Enigma, Mana and Mystica are all Spellcasting Resources, and will be referred to as "Resource" throughout the rest of this reply.
    New tiers of spell become available at levels 1, 3, 6 and 9, when the player receives the class initially, and when they receive the Skilled benefit.
    T1: Level 1, Cost 1 Mana, expend 5 Stamina to cast
    T2: Level 3, Cost 3 Mana, expend 11 Stamina to cast
    T3: Level 6, Cost 6 Mana, expend 18 Stamina to cast
    T4: Level 9, Cost 9 Mana, expend 25 Stamina to cast
    ________________________________
    Rogue Spells
    Reflexive (You use this by interrupting another action as it resolves. A character can only use one Reflexive ability per round.)
    Increase your Guard by 3d6 against the triggering attack.
    Action
    Sneak into the shadows, increasing your Guard by 1d6 and preventing enemies from using Reflexive abilities in response to your actions for 1 minute.
    Action
    Craft a reasonably small (5x5x5 or so) static illusion for 1 minute. It can't produce light, heat, sound, etc.
    Action - Short Range
    When the target is attacked, the attacker rolls a d6. On a 5 or 6, the attack deals no damage.
    Action
    Your next attack deals +3d6 damage.
    Gain 10 Spare Health and Stamina. Spare Health and Stamina don't stack, and are expended first.
    Action - Short Range
    Teleport yourself to the target location, if neither you nor the target location are brightly lit. This is highly up to GM discretion, but you can teleport through barriers.
    Your next attack reduces the target's Strength by 2 for 1 minute.
    Action - Short Range
    Conjure a sphere of shadow for 1 minute - in combat, target an opponent to surround them with the sphere. Attacks passing through the sphere deal 1/2 damage.
    Focus 1 Minute - Distant Range
    Teleport to a nonhazardous location you have seen. Seeing a location in an image may or may not be sufficient, at GM discretion.
    Action
    For 1 minute, become one with the wind, dealing and taking no damage, and gaining flight and doubled movement speed out of combat.
    Action
    Craft a moderately sized (10x10x10 or so) illusion for 1 day. You choose whether or not it is static, and might give it a brief program such as "Walk down the corridor if approached" or "If you hear the word flugelhorn, say 784". It can produce sound and moderate light.
    Action
    Your next attack deals twice as much damage.
    Action
    You awaken nearby shadows to do your bidding. They have 0 strength, can wield weapons, and take no damage. The casting controls 4 of these such shadows, and you retain control of them for one day. They are destroyed by sunlight.
     
    Last edited: Nov 19, 2022
  6. DungeonBee

    DungeonBee Hunter of the Realm

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    When I am working on a RPG as this releases: :saltedhigh::saltedhigh:
     
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  7. BrokenRealities

    BrokenRealities Undefined Variable

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    Sorcerer Spells
    Action - Medium Range
    Target enemy loses 10 health.
    Action - Short Range
    Light a target on fire. They take 1d6 damage per round for 1 minute, unless an Action is used to put the fire out.
    Action
    All enemies take 1d6 damage.
    Action - Short Range
    A target must roll 2d6, subtract their Vitality, and take that much damage. On subsequent turns, you may repeat this action against the same target, without spending Mana or Stamina, for 1 minute.
    Action - Short Range
    Target regains 10 Stamina and takes an extra action.
    Action
    For the next hour, your Guard Value is increased by 1.
    Reflexive (You use this by interrupting another action as it resolves. A character can only use one Reflexive ability per round.) - Short Range
    A target casting a spell fails to cast the spell, and loses 3 Resource.
    Action - Short Range
    Take 10 damage; then, deal 10 damage to a target within range, three times.
    Action - Short Range
    A target enemy withers, taking 3d6 damage and losing as much stamina.
    Focus 1 Minute - Distant Range
    Teleport to a nonhazardous location you have seen. Seeing a location in an image may or may not be sufficient, at GM discretion.
    Focus 1 Minute - Distant Range
    You enter the dreams of a sleeping target you have seen. You can manipulate the dream as you wish, and the target remembers the dream well, if not perfectly.
    Action
    One target takes 50 damage, and cannot regain health for 1 minute.
    Focus 1 Minute - Touch Range
    Target a dead corpse with this spell. The spell cannot target the body of someone who died of age/intrinsic disease or over 10 years ago, and the target is brought back to life with one health and no stamina or Resource.
    Focus 10 Minutes
    For up to 8 hours, you see and comprehend glimpses of the future - your attacks ignore Guard, and your Guard is doubled. The GM may describe that you catch additional glimpses, further into the future, such as major events like nigh apocalypses.
     
  8. BrokenRealities

    BrokenRealities Undefined Variable

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    Druid Spells
    Action
    Your next attack deals +3d6 damage.
    Action - Short Range
    Light a target on fire. They take 1d6 damage per round for 1 minute, unless an Action is used to put the fire out.
    Action - Short Range
    Target enemy loses their Action and does not roll Guard next round.
    Action - Short Range
    Target has -1d6 to Guard and Attack this round.
    Action - Short Range
    Make two attacks for 3d6 damage each. Both are affected by Guard.
    Action
    For up to 1 minute, control earth in any moderate way as an action. Think Earthbending.
    Action
    For up to 1 minute, control air in any moderate way as an action. Think Airbending.
    Action
    For up to 1 minute, control fire in any moderate way as an action. Think Firebending.
    Action
    For up to 1 minute, control water in any moderate way as an action. Think Waterbending.
    Focus 1 Minute - Distant Range
    You enter the dreams of a sleeping target you have seen. You can manipulate the dream as you wish, and the target remembers the dream well, if not perfectly.
    Action
    For 1 minute, become one with the wind, dealing and taking no damage, and gaining flight and doubled movement speed out of combat.
    Action - Short Range
    Create a swarm of small animals of your choice - create three allies with 1 health, unlimited stamina, and 2 Guard and Attack value.
    Focus 10 Minutes
    Alter the weather to sun, rain, thunder, windy, or some other description. The spell takes one hour to take effect, and lasts for a day. During the duration, you can channel the weather - for example, conjuring a lightning strike if you chose thunder.
    Focus 1 Minute - Short Range
    Awaken a plant or animal nearby. The animal or plant is friendly towards you unless your allies were fighting it, and it can speak fluently, and gains locomotion if a plant.
     
  9. BrokenRealities

    BrokenRealities Undefined Variable

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    Bumping because it's been more than a week since someone has noticed this
     
  10. CrypticLucid

    CrypticLucid archangel on top

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    said who
    anyway bump
    im just too lazy to write a comment that's actually worth something
     
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  11. BrokenRealities

    BrokenRealities Undefined Variable

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    Please
    I can't start this until someone is going to be the game master
     
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