Elements the Game Forum - Free Online Fantasy Card Game

Other Topics => Off-Topic Discussions => Role-Playing => Topic started by: Tiko on August 24, 2014, 12:52:17 pm

Title: Elements the Role-Playing Game
Post by: Tiko on August 24, 2014, 12:52:17 pm
Elements the Role-Playing Game





- Table of Contents -

Introduction (#post_Introduction)

Corebook (#post_TheWorld)
The World (#post_TheWorld)
Characters (#post_Characters)
Talents (#post_Talents)
Traits (#post_Traits)
Primary Stats (#post_PrimaryStats)
Secondary Stats (#post_SecondaryStats)
Proficiencies (#post_Proficiencies)
Elemental Affinity (#post_ElementalAffinity)
Battle (#post_Battle)
The Flow of Combat (#post_TheFlowofCombat)
Combat Sequence (#post_CombatSequence)
Actions (#post_Actions)
Equipment (#post_Equipment)
Fight Examples (#post_Fightexamples)
Status Effects (#post_StatusEffects)
Elemental Abilities (#post_ElementalAbilities)
Invocations (#post_Invocations)
Summoning Rituals (#post_SummoningRituals)
Enchantments & Alchemy (#post_EnchantmentsAlchemy)
Creatures & NPCs (#post_CreaturesNPCs)
Non-Player Characters (#post_NonPlayerCharacters)
Familiars (#post_Familiars)
Equip (#post_Equip)
Draconic (#post_Draconic)
Elementals (#post_Elementals)

Gamemaster's handbook (#post_GMhandbook)









0. Introduction


Elements the RPG is an attempt to try to somewhat unify and vitalize an otherwise undeservedly overlooked and chaotic subforum. The game is modeled after some classic Pen and Paper or Tabletop fantasy games, while designed to be easy to understand and playable through Forums or chat. To set up a game you only need a good story, a Gamemaster, a group of players and an arranged time when everyone can pick up their roles.

The ruleset is still malleable, and new additions could easily be included. All of this is intended more as a foundation to build upon rather than a complete game, though it is our hope that we can make it work as is. As such, a Gamemaster is free to, even encouraged to make up or overwrite rules in order to make the game better. Criticism and suggestions are all welcome and will definitely be considered.


Please note while the mechanics in their current state are fully functional, all things may be still subject to updates and changes.


(http://i.imgur.com/xwdpC0n.png)


From wikipedia:

A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making or character development. Actions taken within the game succeed or fail according to the system of rules and guidelines.

The role of gamemaster is, a participant who has special duties to present the fictional setting, to arbitrate the results of character actions, and maintain the narrative flow. He usually decides on the rules and setting to be used and acts as referee, while each of the other players plays the role of a single character.





I. The World



"Elements are the fundamental building blocks of nature."


Elements the RPG is set in a universe that is based on the natural balance of the twelve elemental forces. The game takes place in the concept of a world, the material plane, where all 12 elemental influences overlap equally. This is the Earth as we know it.

The world itself is what you make it. The game can take place in any age or context, maybe the only restriction being Elements the Game itself. Game Masters are advised to make preparations for their campaigns and use improvisation only as an utility to further enhance the role-playing experience.





II. Characters


(http://i.imgur.com/dkfACYn.png)


Player characters are the protagonists of Elements the RPG. As most people would have difficulties impersonating a creature (and its habits outside of battle) made purely by one of nature's well-defined energies, the characters here are mere humans, living on the material plane. While they may seem fragile and weak at first, humans have one very unique feature, that with experience comes an ever-increasing attunement to any of the elements.

Every person has different reasons for taking the path of adventuring, but also differs in strengths and weaknesses - and on some occasions, when such people crossed their paths, even history may take a different turn.


>>> Player Character sheets (https://docs.google.com/spreadsheets/d/1Wi9fehvDy0TlOhnGH04XnMBh3R61M0CPcXkQAvfHkh8/edit?usp=sharing) <<<

Character planning is always an important part of RPG games, and (currently) there's Google Docs to handle that for us.

Following the link above you'll see a set of character sheets, just choose one that's unused, pick a name and you're ready to go. There will be hints spoilered throughout this guide on how to accurately fill out the character sheet if you're having problems, in their respective chapters. The sheet calculates most things automatically, so it's nothing complicated.

Feel free to play around with character planning.

If there's no unused sheet available, just right click on the locked sheet labeled 'Charsheet' and choose Duplicate.

(http://i.imgur.com/921FXue.png)

There's also another locked sheet called 'Core'. That's there to make things work.

1. Talents


Talents are one's innate features, or the mark of Destiny they call it.
These provide a basic orientation, an element to affiliate to, and determine the primary attribute of the character - and they cannot be changed later.


(http://i.imgur.com/44VzOen.png)
   

While the Primary Stats can be completely re-arranged, note that Talent modifiers also increase/decrease your minimum/maximum values but they still cannot exceed 10. You also gain a +1 to any checks made against your primary attribute.

A Wise character (with a high intelligence) could be a philosopher, a researcher, an advisor of high rank, or simply a person with a natural affinity for solving complex problems and gathering knowledge. But this does not mean they are limited to such activities. A warrior could be born with such features as well: while he may not be as well-versed in sciences for instance, his mind could still wander often or have some deeper insight into the events around him and may have a great tactical sense.

Choose one of the five Talents from the drop down menu.

(http://i.imgur.com/6pLU5pN.png)

Sadly, it's only for aesthetics yet. Talent bonuses haven't been implemented in the google doc yet, but they increase/decrease the relevant primary stats of your character. You still have to enter the bonuses manually, but it is worked on.



2. Traits


Because of balance issues, Traits are still work in progress and may be updated (or scrapped altogether.. ) later.

Traits modify different aspects of a character, including (but not limited to): Secondary Statistics, Combat modifiers and Proficiencies. Traits are optional, and always have both positive and negative effects. When creating your character, you will be able choose one Trait.

Like Talents, Traits cannot be changed later on, and remain until your character dies.



3. Primary Stats


Primary Stats are your character's natural attributes.


(http://i.imgur.com/bdfcdz9.png)


(ST) Strength - Physical prowess or brute force. Strength determines your attack strength with melee and throwing weapons, as well as the ability to wear heavier equipment.

(EN) Endurance - The character's physical resistance to hardship, injury and disease. Sets the base amount of Health points.

(IN) Intelligence - The capacity to acquire and apply knowledge. Higher Intelligence equals to more Quanta, therefore this is a must for using elemental abilities.

(DX) Dexterity - Agility and reflexes. Affects your reaction time, natural defense and your chance to score critical hits.

(CH) Charisma - Combination of personal magnetism, charm, leadership and talent. Charisma determines the amount of spells and minions you may have.

Characters may gain 2 additional Stat points along their journey, at level 8 and level 16.



Primary Stats are rated from 1-10 and are freely distributable. The total amount of stat points are based on your Character Level, which is rated from 1-20. The sheet will inform you if you have any points un- or overused.

(http://i.imgur.com/ln5EpbG.png)

Currently, at level 1 you have 26 Stat points to distribute, which includes Talent bonuses.

The Stat modifiers in the right column are needed to determine the Secondary Stats.



4. Secondary Stats


Secondary stats are derived from the five primary stats, and are used for measuring the character's combat efficiency.

(ATK) Attack - Shows how seriously a character can physically harm another. Almost all weapon damage adds up to this value.

(HP) Health points - The vitality of the character. If it reaches 0, the character dies (or in certain situations, becomes incapacitated).

(Q) Quanta - The total amount of elemental energy available to use abilities. There's a separate pool for each element.

(DEF) Defense - Damage reduction and dodging skills. Negates incoming attack damage at a 1:1 ratio.

(#) Copy - The number of abilities a character can perform daily.

(%) Critical chance - % chance to ignore armor and do +50% damage on attack, rounded up. Negative values mean a chance to fumble your attack, missing completely.

Secondary stats are calculated automatically.

(http://i.imgur.com/cpmvHZx.png)

The 'Current' column is there to manually highlight any possible damage or effect.



5. Proficiencies


Proficiencies are a measure of your combat and magical abilities. They may range from 0 to 5: 0 being completely unskilled and 5 having mastered the skill.

The following are the five proficiencies:

Melee Combat - The skill of wielding close combat weapons. From bare fists and broken bottles to enourmous axes and ancient swords; they all belong here. And naturally, the stronger you are, the harder you hit.

Ranged Combat - The adept handling of projectile weapons. Throwing knives and crossbows are good examples. The efficiency of using such weapons is based exclusively on the character's skill level.


Characters using weapons that they're unproficient with gain a -1 ATK modifier.


Invocations - The ability to invoke elemental energies and use them to alter one's environment. The most powerful and destructive spells come from these incantations.

Summoning Rituals - The power to call forth and temporarily bind creatures under your will. Summoners need a very strong personal will and presence when conjuring more powerful beings, otherwise the creature might turn hostile.

Enchantment & Alchemy - The ability to imbue elemental energies into material substances. Certain recipes of this skill requires the character to spend some of his resources working on items beforehand and call upon their power later in need. Magically empowered equipment and alchemical potions are some of the possibilities.


Starting characters gain 2 proficiency points that must be distributed in two separate skills. Afterwards you gain 1 point every third character level, up to a maximum of 9 at level 20.


Proficiencies are rated from 1-5. You only need to write in the exact amount near the respective skill, based on your Level and available Skill points.

(http://i.imgur.com/bjt3gSo.png)



6. Elemental Affinity


Elemental Affinities represent your link and attunement to the Elements. High affinity levels allow you to use high-tier abilities and may also allow you to intuitively sense or gain knowledge corresponding to your chosen element in certain situations.

You gain one point to distribute every level. Note, that your chosen Talent restricts your very first pick as an elemental affinity.


(http://i.imgur.com/hgACtcP.png)

You gain 1 point of Affinity every level, right? All you have to do is to put an 'x' under your desired element each time you gain a level.

(http://i.imgur.com/t83eyti.png)

It will then calculate the Quanta available automatically for each element you marked, based on your Level and Intelligence.




III. Battle


When all other methods fail, you can always result to violence. Players should be warned that fights can easily end with quick and sometimes grim results, therefore characters should carefully pick confrontations. Also note that the death of a character is permanent, and the means of reviving someone are extremely rare.



1. The Flow of Combat


The course of battle runs somewhat similar like it's done in EtG, but there are a few key differences in how humans and elementals are able to fight. Combat is divided into turns, in which each participant is able to act one by one. Battles are usually fought between two parties (mostly the player characters vs. some hostiles) and lasts until all the remaining members of a party has fled or are dead.


By the nature of the game mechanics, PvP is a completely viable option, though not advised, unless played exclusively.




2. Combat Sequence


The turn order of the characters involved in battle is based on their Reaction time, which is the sum of their DX values and a d10 roll (rolled seperately for every encounter). Minions act after their Summoner's turn, in the order their master wishes.



3. Actions


An action is what a character is able to perform under a set of combat turn(s). Turns represent only a fraction of time (a few seconds) in the real world, thus most creatures are capable of a single action under a turn; though some spells and skills can alter this limit.
In case of any positive/negative effects or modifiers present (for example: Critical or Fumble chance) when making an action, a d100 roll is required on each seperate action to determine the outcome.

Actions are split into 6 categories, and consist mostly of physical or elemental abilities and attacks (the latter being EtG's cardpool basically):

Movement - The simple act of changing position. To simplify things there are three types of distances measured in battle:

Attack - Attacking is the act of physically hurting others with anything available. If the character's attack value exceeds the target's defense, a successful attack can be made within the proper range of the weapon. All attacks count as a hit automatically, considering no modifiers or effects are present, even if target defense negates all incoming damage. Note, that multiple attacks per turn always follow the adrenaline-attack table and may count as several turns in case of status effects.

Spellcasting - If the character has sufficient quanta and knowledge, he may be able to use one of his elemental abilities. Each spell has its own casting time and duration of effect, and may take more than a turn to finish.

Free Action - Free actions are innate abilities or feats that require little to no distraction in the heat of battle. They are made "automatically", and still allow a character to perform a regular action, but can be taken only once a turn. Summoned creature's abilities are also counted as such, unless noted otherwise.

Wait - Character is uncertain or simply waits for the right opportunity to take action. Reaction time is set to 0 for that turn. In other words, the character delays his action to the end of the turn order.

Flee/Disengage - Characters may choose to escape a tight spot to make some distance between the enemy or leaving the battlefield completely behind. Be warned, that all enemies currently targeting (engaged or within reach of) the fleeing character gain an Attack of opportunity as a free action, regardless whether they have already acted that turn or not. Airborne creatures receive no penalty for disengaging from grounded/non-airborne opponents.

Currently there is no properly working interface to simulate fights.



4. Equipment


Weapons and armors are categorized into different groups for the sake of simplicity, it is up to your imagination and preference what weapon you exactly use. Categorization follows common sense and is always up to the GM's approval: for example, a giant two-handed Greathammer thats head was carved from a Stone Pillar itself, should be counted as a heavy melee weapon. A scimitar would be a medium weapon while a recurve bow would be a medium ranged weapon.


(http://i.imgur.com/FRJbtIp.png)


Melee weapons have five categories:

Unarmed - As the name implies, this is used when you have no weapons at your disposal. Your fists have no base damage of their own; your only source of attack damage is your strength and skill.

Basic - Basic weapons could be anything from the broken off leg of a table to a kitchen knife. These makeshift weapons are often not very suitable for combat but can still prove advantageous. These deal 1 base damage.

Light - Light weapons are small, fast and effective. Daggers, maces, short swords and the like fall into this category. They deal 2 damage and have a Strength requirement of 3.

Medium - Medium weapons are between light and heavy, a balance of speed and damage. Long swords, battle axes are just a few that could be listed here. They deal 3 base damage and have a Strength requirement of 5.

Heavy - Heavy weapons require two hands and great strength to be wielded (which means you're unable to use shields at the same time), but causes the most serious of injuries. They deal 4 base damage and have a Strength requirement of 7.

Your character's Strength and/or Proficiency modifier always adds up to the final attack power when using a melee weapon.


If the character becomes more proficient in certain fighting techniques, he will also be able to perform faster and deadlier attacks with his weapon of choice.


Ranged Weapons have three categories:

Throwing - Quite self-describing, all muscle propelled weapons belong here.They deal 1 base damage plus your character's strength modifier, up to a short distance. Since these usually require only one hand, you are still able to wear shields, unlike other ranged weapons. Minimum strength requirement: 3

Medium - Shortbows, light crossbows and the like are considered medium ranged weapons. These have a base damage of 2 with a long range and a Strength requirement of 4.

Heavy - Heavy crossbows, long bows, mechanic projectile weapons fit into this category. They deal 3 damage at a long range and also ignore one point of damage reduction on the target but a Strength of 6 is required.

All ranged weapons require ammunition to maintain (though exact amount is not necessarily needed) and forces the character to resupply from time to time. Again, the GM's discretion.

When engaged in melee combat with an enemy, medium and heavy ranged weapon users gain a -1 DEF penalty, while throwing weapons may be used as a basic melee weapon. Naturally, your melee combat proficiency is applied if this happens.


You're unable to equip shields when using Medium or Heavy ranged weapons.


(http://i.imgur.com/UzZZVKG.png)


Defense is the sum of several factors:

No armor - When wearing no armor only your natural agility protects you. When wearing any kind of armor your natural defense from Dexterity is lost, but gain damage reduction based on your armor class.

Light Armor - Any kind of body armor that provides some minor defense against blows but still light enough to allow delicate movement for spellcasting. They provide 1 defense point and have a strength requirement of 4.

Heavy Armor - Wearing heavy body armors prevents you from using Invocations and Summoning Rituals. They provide 2 defense points but require Strength 7 to wear.

Shield-  Shields provide 1 defense but like heavy armors they prevent you from proper spellcasting. Minimum strength required: 5.


If a character fails to meet an item's Stregth requirement he gains 10% Fumble chance and -1 Reaction Time modifier for each missing ST value. Cumulative.

Note that some spells and enchantments are able to circumvent the equipping rules. Also, all equipment count as separate permanents in ingame terms and can be manipulated as such.


Use the drop down menus and choose your preferred (or available) equipment.

(http://i.imgur.com/x6OJZ5C.png)

Your Secondary Stats and damage modifiers will update automatically based on your Proficiencies and Primary Stat modifiers. Use 'Misc' to calculate any active effects or enhancements.

Natural - Natural defense is a mixture of dodging ability and in some cases the special epidermis of a creature. As its name suggests, it does not hinder the creature in any way.

Draconic - Physical and Magic resistant. All incoming damage is reduced to 1.



5. Fight examples


(http://www.spacespider.net/misc/thumb-nwn-oc-portrait-pack-%28nasher%29.jpg)

Zach in his years as a royal guard has specialized himself in wielding halberds of all sizes as it was demanded from him to do so. This kept him in a formidable condition even to this day, long after his retirement. One night some vagrants were looking for the worst kind of trouble and crossed paths with him, not realizing who they are addressing. He was unarmed at the time, but he had worse scars to remember than these youngsters could possibly make. He attacks without hesitation.

(1d100)=97 (Critical: 3 damage!)

Not only the brigand wore no helmet to protect his face, the retired guard's attack was so unexpected that the powerful blow knocked him right out, collapsing instantly. The other stands confused for a moment only to accept Zach's next blow.

(1d100)=25 (2 damage)

Since the brigand tries to flee the instant he has a chance to act, Zach receives an attack of opportunity:

(1d100)=27 (2 damage - death)

This resulted in another common outlaw picked off the streets.
Zach heads down the quiet alley, searching for his house of interest.

"Should've restrained myself", he thinks to himself.



This encounter exemplifies how quickly a battle can end when someone gets overly confident. The two brigands both wielded iron maces, were unarmored and counted as simple level 1 NPCs. Zach on the other hand - despite his elderly look - is a level 9 veteran fighter with plenty of combat experience and a muscular build.

(http://i.imgur.com/yir8aqL.png)

Brigands (5 DX + 2d10) = 8 and 10 as reaction time

Zach (6 DX + d10) = 13, so he comes first.

Being an expert in melee combat, and having a strength of 7, Zach deals 2 DMG unarmed, and attacks twice every turn. Considering they were already in immediate range when picking a quarrel, he could attack one of the brigands right away. In addition, his first attack scored a Critical hit, almost killing the outlaw in a single hit. Having a remaining attack because of his skill, he throws the second blow straight at the other bandit. Zach not only breaks his jaw, he breaks his morale as well, the brigand runs in terror which gives another attack for Zach as a chance of opportunity, killing him quietly with a devastating and precise blow.

This fight took no longer than a single turn.



6. Status Effects


These are mostly environmental or magical effects that may hinder or aid your character, and are the following:

Airborne - Cannot be hit by non-airborne Melee attacks.
Berserk - Attack nearest party member.
Blind - -50% chance of critical strike (d100 on attack).
Chaos - A random effect is inflicted on target (d12 to determine).
Confusion - May take no action or go Berserk.
Delay - Cannot take any action.
Fatigue - Gain 15% Fumble chance for each restless day (d100 on action).
Freeze - Cannot take any action.
Fumble - % chance to fail all actions (d100 on action), rolled separately from Critical chance.
Gpull - Party is forced to engage with target.
Haste - Gain +1 action this turn.
Immortal - Cannot be targeted.
Invisible - Cannot be targeted (area effect negates).
Lobotomy - 60% chance to fail all elemental abilities (d100 on spellcasting).
Miss - % chance to fail attack (d100 on attack).
Momentum - Ignore target's DEF and Shield on attack.
Mutation - All five Primary Stats are temporarily randomized (5d10).
Phase - Cannot be harmed by physical attacks.
Poison - DMG after each action.
Purify - HP before each action.
Reflective - Reflects targeted spells to caster.
Silence - Cannot use spells and abilities.
Stasis - Cannot attack or change position.
Weak - Temporary ATK penalty.





IV. Elemental Abilities (https://docs.google.com/spreadsheets/d/1xLK4YhySgSfrAO7LKLC3d34IfzU-XlFm2Yqp-bWuecA/pubhtml)


(https://docs.google.com/spreadsheets/d/1xLK4YhySgSfrAO7LKLC3d34IfzU-XlFm2Yqp-bWuecA/pubhtml)


Elemental  abilities come from the three elemental skills: Invocations, Summoning Rituals and Enchantments & Alchemy. They are sorted into five tiers, each requiring a larger investment. Each tier requires a combination of Proficiency and Elemental Affinity as follows:


TIER
SKILL
AFFINITY
Tier 1
1
1
Tier 2
2
3
Tier 3
3
6
Tier 4
4
10
Tier 5
5
15




1. Invocations (https://docs.google.com/spreadsheets/d/1xLK4YhySgSfrAO7LKLC3d34IfzU-XlFm2Yqp-bWuecA/pubhtml)




Cantrips - These are the most elementary incantations that represent the character's ability to shape/affect/change/bend/control their respective elements to a certain degree. Hence some of their naming, all cantrips have their certain uses in combat (if used as a direct attack), but characters should avoid relying solely on them because they may prove useful or even life-saving in non-combat situations as well.

The Life cantrip: Phytokinesis may allow you to get intuitive information about your natural sorroundings, like when tracking down a certain creature, or when in need for ingredients for an alchemic potion; or the Earth cantrip: Boulder may allow you to shape a safe haven when setting up a camp spot in the wilderness. As the possibilities are almost unlimited The GM should always be prepared to expect, limit or reward the player's problem solving with Cantrips.

Skill transfer  - Transfers respective weapon proficiency bonuses at 3 / 6 / 10 :air affinity, up to Specialized (3). Strength bonus does not apply. Exclusive to Flying Weapon.



2. Summoning Rituals (https://docs.google.com/spreadsheets/d/1-FJjphbpZ0g96wtuc9xEDNVXahGV8Rhi_kMuoIaxTjY/pubhtml)




Summonings are complex elemental practices which grant the user the ability to temporarily bind powerful creatures under his will. The Summoner's Charisma must be always greater than the summon's rated Charisma (or equal to, in which case a d10 roll is added to each value)  to take control of the creature. If not, it'll likely take revenge on its summoner or simply go away. This is also true when a character comes across a creature that falls under his summoning capabilities, he is able to dominate its mind as a regular Summoning Ritual.

With a few notable exception, the total amount of summons that can be present at a given time is equal to the #Copy of the character.

Obsession - If not summoned in combat, deal damage to owner each rest (per day). Applies from the very first summoning. Exclusive to Ghost of the Past.


Tier 4 creatures require 2 turns to summon while Tier 5 creatures require 3 turns to summon.




3. Enchantments & Alchemy (https://docs.google.com/spreadsheets/d/1udGAJk6wnjpUTjd88kTVeeJfU9wnjtGLr8LcpNn4cbE/pubhtml)




The items in this tree are divided into 3 categories:

Permanents - You make preparations beforehand during rest but the quanta is spent during combat when the item is used. The item becomes useless after the spell ends.

An enchanted metal sphere that acts as the focal point for Sanctuary.

Enchantments and Artifacts - You enchant a piece of item that you wear as equipment, like an armor or shield with elemental power during combat. These items are created in advance and the quanta is used up during their creation (but may of course be regenerated back during the next rest), and from that point they will count as Artifacts. In combat, Quanta is also spent 'on the spot' and the item's power can be invoked temporarily. Multiple items may be created of the same type, as many as the enchanter's Charisma allows. Artifacts may be given or sold away, but some of them  have an Affinity requirement for their use. Some of them are always active, others need  to be activated during combat.

Titanium Shield is invoked on your own shield, increasing its defense by 1 (to a total of 2). Or an enchanter with a Charisma of 6 is able to create four Rings of Freedom, each activatable separately.

Alchemy - Alchemy consists of potions and other dangerous and magical compounds. They work similar to Artifacts but are single use only, and the Quanta is used up while making preparations.

Adrenaline is a fine example of an alchemical potion.

Shared - Effect also applies to party members. In case of Quanta or ability gain: the caster accumulates as many as he is able or wishes to, and the rest is available for the group. Exclusive to: Sanctuary, Nova, Serendipity, Immolation.





V. Creatures & NPCs



1. Non-Player Characters


In contrast to player characters, non-player characters are controlled by the GM, or by people assisting the gamemaster. Non-player characters fill out the population of the setting and can act as antagonists, bystanders or allies of the player characters.
They mostly follow the player character creation process, however they're not required to do so.

There is a compact, working NPC generator, however it still needs to be updated with some stuff.

(http://i.imgur.com/wHmZN3w.png)

Can link it if anyone wants.

Creatures are other non-human inhabitants of the world, mostly consisting of the monstrous and magical wildlife of the outdoors.


The Summon table represents the relative strengths of the creatures of the world, but GMs should be warned when creating other, new entities, that some current higher level summons can completely demolish a lower-mid level party.



2. Familiars


These are (mostly) small creatures who after having been summoned remain by the character's side until banished or slain, and do not count towards the simultaneous #Copy limit of summons.

A character with a Charisma of 4 can make 2 voodoo dolls. It requires him 1 turn (and 2 :darkness) to create a link between a doll and a target, so he won't have to engage that foe to deal damage. If the target dies and the doll still have some HP left, it can be used again later if the need arises.



3. Equip


Some creatures are capable of wielding some basic equipment. Available weaponry and armor differs from race to race. The equipment of summoned creatures is random and there is a predetermined chance for each possibility.

The party is ambushed by a group of Gnome Riders. Gnomes are able to wield basic and light weaponry because of their size and  humanoid nature, and some of them are even skilled enough to carry primitive armor and shield to combat. The GM can decide seperately for each Gnome, or may randomize them with 2d10 rolls, like:

For weapon:
1-5 Unarmed
6-9 Basic
10 Light

For defense:
1-5 No armor
6-7 Shield
8-9 Light armor
10 Shield + Light Armor



4. Draconic


Dragons are legendary creatures, that most mortals don't live to see. They are tremendous in size and bear otherwordly strength and cunning. Their thick skin, swift movement and magical nature allows them to resist heaps of attacks seemingly unharmed. All dragons are fully affiliated with their respective element, may differ in personality or personal goals and are not necessarily hostile. However, contact with these creatures should be avoided at all costs.


Dragons are also able to use the Cantrip of their respective element at will, as a free action.


"A gigantic, majestic and regal beast
that can phase in and out of the material world at will, the Phase
Dragon is also extremely intelligent and wise. With its mastery of the dimensions and
its immense physical power in mind, you would do well to stay on their
good side no matter what."

/Lady Higurashi's advice to a group of adventurers before taking on a dangerous quest./



5. Elementals


Elementals are mysterious creatures originating from other planes of existence. While their presence in the material world is an extremely rare sight to witness, legends tell about their past confrontations that upset various places on Earth, leaving dangerous anomalies and beings behind.


Elementals hold godlike powers over their respective parts of nature compared to humans and should be treated as such: direct player confrontation remains futile until late theoretical 'epic' character levels.





VI. Gamemaster's Handbook

Work in progress - Coming soon.

Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 24, 2014, 12:53:34 pm
- reserved -
Title: Re: Elements the Role-Playing Game
Post by: joegreenbeen on August 26, 2014, 12:26:44 pm
Are we allowed to make characters yet? I am really excited.
Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 26, 2014, 04:26:56 pm
Sure! It's all there for you to have fun since the beginning :]

Let me know if anything's wrong or unclear. In the meantime, I'll try to re-format the Skill-sheets to be more visible through embedding.
Title: Re: Elements the Role-Playing Game
Post by: xXmemoXx on August 26, 2014, 04:35:58 pm
wow you described the whole game it just needs to be made ;)
Title: Re: Elements the Role-Playing Game
Post by: Naesala on August 26, 2014, 05:37:53 pm
I'm kind of disappointed that all equipment is hard-coded to strength. It prevents such classes as Battlemages, Spellswords, Clerics, and the like. It'd be much better if a character could wear/use these items at a penalty instead. Penalized movement for example would work, or lower chance to hit with weapons.
Title: Re: Elements the Role-Playing Game
Post by: Shantu on August 26, 2014, 06:27:23 pm
As a 'co-developer' of ETRPG, I'd like to mention a few things that Tiko seems to have missed. :)

The ruleset is still malleable, and things like you mention Naesala could easily be included. All of this is intended more as a foundation to build upon rather than a complete game, though it is our hope that we can make it work as is. As such, a GM is free to, even encouraged to make up or overwrite rules in order to make the game better. Criticism and suggestions are all welcome and will definitely be considered.

On a different note, we would like to create a test adventure, a shorter campaign to try out the rules in action. Tiko would be the Gamemaster for that one. We would like to create a smaller, dedicated party of about 3-5 players that are interested in playing actively for a short period. This could give a taste of the game to everyone and provide us valuable feedback about what works and what doesn't.

Our long term goal is to create a ruleset that could be used on these forums to play, allowing anyone to be a GM. The description of the world is intentionally kept vague: this allows GMs to essentially create their own world and add their own flavor to it. Maybe in time a complete lore could be pieced together from the various bits.
Title: Re: Elements the Role-Playing Game
Post by: ddevans96 on August 26, 2014, 07:26:29 pm
On a different note, we would like to create a test adventure, a shorter campaign to try out the rules in action. Tiko would be the Gamemaster for that one. We would like to create a smaller, dedicated party of about 3-5 players that are interested in playing actively for a short period. This could give a taste of the game to everyone and provide us valuable feedback about what works and what doesn't.

Count me in.
Title: Re: Elements the Role-Playing Game
Post by: Naesala on August 26, 2014, 07:28:05 pm
My character is done, as long as we dont play when i have other things going on!
Title: Re: Elements the Role-Playing Game
Post by: Drake_XIV on August 26, 2014, 07:38:38 pm
Flagging to read when I'm done getting all my school stuff together.
Title: Re: Elements the Role-Playing Game
Post by: joegreenbeen on August 27, 2014, 01:39:34 pm
I would love to participate in the test run!

Edit: So, I am making my character, and I am a little confused. I am unsure on how my talent affects my stats. (If you want to check that I am doing everything correctly, my C.S.'s tab is marked JGB.
Title: Re: Elements the Role-Playing Game
Post by: Shantu on August 27, 2014, 03:51:00 pm
I would love to participate in the test run!

Edit: So, I am making my character, and I am a little confused. I am unsure on how my talent affects my stats. (If you want to check that I am doing everything correctly, my C.S.'s tab is marked JGB.

Your talent influences a few things. Let me show you Wise as an example:

- Starter stats: they haven't been implemented in the google doc yet, but they increase/decrease the relevant primary stats of your character. In your case, your starter stats are actually 5 ST/4 EN/ 6 IN/5 DX/6 CH.
- Min/Max values of your stats: with Wise, your EN can never reach 10 and your IN and CH can't go below 2.
- Element selection at level 1. Entropy is a valid choice for your character. You can go in any direction on the following levels however.
- Various tasks and situations during the game may prompt the player to make a stat check to determine success. You will gain +1 to the result of these if they pertain to your 'main stat' (intelligence, in your character's case).
- It could also affect the background, personality or behaviour of your character, but not necessarily so.

Hope that clears it up. We are glad to see so much interest. :)
Title: Re: Elements the Role-Playing Game
Post by: joegreenbeen on August 27, 2014, 06:14:35 pm
Hope that clears it up. We are glad to see so much interest. :)

Thank You! I fixed my character now. I can't wait, I hope more people will participate.
Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 27, 2014, 06:33:12 pm
I forgot to mention (amongst a lot of other things.. thanks for jumping in, Shantu) that you can also change your Level too (from 1-20) for more extensive character planning.

I'd also like to say, that the test-campaign may take some time to assemble, so I ask for everyone's patience.
Title: Re: Elements the Role-Playing Game
Post by: dawn to dusk on August 28, 2014, 10:07:29 am
Following and intending to join
Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 30, 2014, 07:06:27 pm
A small update to the OP; if you have anything to add, feel free to suggest:


Regarding the GM handbook: I decided to wait with it until the "testgame" is concluded. Too many possible fail factors.

Now back to campaign-making.



I was wondering if is it possible to link the embeds to their respective Gdocs pages for a better view? Or a seperate url line is much more simple? I'm starting to be afraid of the charlimit..

Also, this spoiler wouldn't be complete without a thanks for your time.
Title: Re: Elements the Role-Playing Game
Post by: Higurashi on August 30, 2014, 08:35:39 pm
Sure, but adding a URL that points to the sheet makes it so the link is only clickable on the very edges of the picture of the spreadsheet. Perhaps a better option would be to have the subheader point to the document. I've done both now on the subheader and document preview of Elemental Abilities so that you can see what I mean.

And since you borked the html by editing, I fixed the subsequent spreadsheet previews too. It's no problem :>
Title: Re: Elements the Role-Playing Game
Post by: Nepycros on August 30, 2014, 10:06:32 pm
I'll follow this, though sadly I haven't invested enough attention to this forum to regularly check. Is there a foundation plot set in the background that characters may be reacting to? Overwhelming entities, spirits guiding them, etc?
Title: Re: Elements the Role-Playing Game
Post by: Espithel on August 31, 2014, 12:02:35 am
I'll join this because yay.

If I was to make a complaint about the rules, it would be that it looks like the rules heavily favour Intelligence over every other stat. This is because intelligence looks like it has to be used to do every interesting effect in the game (ie; spells.) with charisma being added to do another third of these spells, the summons. Strength, Dexterity and Endurance increase the power of the odd spell, but compare that to every other spell...

Moreover, (the heaviest) armour and weapons, which seems to be the sole reason you would ever invest in strength, stop you from casting all those handy-dandy spells. A tank would want to wear heavy armour and a shield, but suddenly doesn't want to because then he won't be able to cast gravity pull to attract everyone towards her. Unless you want me to take off my heavy armour, naked, cast gravity pull, then put my heavy armour back on, which... No. 7 strength is quite a devotion. Let me cast some spells with heavy stuff and shields.

Just at a quick glance. It's more than possible I've overlooked something.

Speaking of shields, can I dual-wield shields?
Title: Re: Elements the Role-Playing Game
Post by: Higurashi on August 31, 2014, 12:22:58 am
It's common for tanks to have to focus on either more durability, more offence or more utility. The difference between 1 or 3 defence is definitely big, but you still get access to Enchantments and Alchemy as a heavy tank. If you want to be a tank with more utility, it makes sense that you can just go with light armor.

That said, there could be medium armors that only disallow Summoning and, if we had a dodge stat, we could have Light Shields that allow all spellcasting. Bucklers and small shields do not hinder hand or finger movements.

Or we can just add another status effect called Taunted where you're most likely to attack the target that taunted you. From experience, tanks need either an AoE ability, a free action ability with range, or the ability to cause Taunt passively with melee attacks. All of these would probably be from abilities in Gravity, but could fit in many elements through themes like hypnotizing (Aether), charming (Life, Light?), controlling (Aether, Darkness) or manipulating (Darkness, Entropy).

Or we just add a Gravity Pull-like effect to some Enchantment in Gravity.
Title: Re: Elements the Role-Playing Game
Post by: Naesala on August 31, 2014, 07:30:16 am
Well, I'm allowed to use armors now, but you just blocked off the ability to spell cast while in them, so there's no point in it again. Now I just have a huge fumble chance or, like Frozen said, I can disrobe, cast, and redress. Regardless, the class options I had mentioned earlier are still not viable options in the current system. And I agree, intelligence is extremely more important as a stat because it opens so many options. Current Fighter/Rogue/Archer builds would most be "I hit them with my ___" every turn every combat, and the static numbers mean that wouldn't even be interesting or varied.
Title: Re: Elements the Role-Playing Game
Post by: DoubleCapitals on August 31, 2014, 07:38:08 am
Woahhhh

Is it too late to join?
Title: Re: Elements the Role-Playing Game
Post by: Espithel on August 31, 2014, 11:17:48 am
What I would >really< like is for melee combat and ranged combat to have its own skill sheet/tree, just like enchantment/invocation/summoning. That would pretty much fix the entire problem.

If I was making this... ruleset, I would have a stat called finesse that functions similar to quanta, but is used for these two skills, giving characters with dexterity and strength more finesse. Finesse would be used to use skills and abilities in the melee/ranged skill sheet/tree, combined with elemental affinity.
Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 31, 2014, 12:00:27 pm
I hope I'm awake enough to evaluate on these issues properly, but let me try nonetheless.
 
 
 
I'll follow this, though sadly I haven't invested enough attention to this forum to regularly check. Is there a foundation plot set in the background that characters may be reacting to? Overwhelming entities, spirits guiding them, etc?

Personally (as the GM), I'm only interested in your character's profession and a little personal background of how he/she ended up on the path of adventuring. From there I can easily link them into the story, but please keep it in mind that you will play Level 1 characters (which means you hardly stand out from everyday folk, but you already 'show potential'), and if you meant any great or heroic past deeds or epic backstory - please reconsider.
 
Everything else is for you to decide. Any additional hints of the character's attitude, beliefs, spiritual background or personal quests and friendships (with another character even) are always welcome, and can bring more life to the play. I may ask you to modify some things in your biography to sync it more with the main storyline, but even then it's not likely.
 
 
 
I'll join this because yay.
 
If I was to make a complaint about the rules, it would be that it looks like the rules heavily favour Intelligence over every other stat. This is because intelligence looks like it has to be used to do every interesting effect in the game (ie; spells.) with charisma being added to do another third of these spells, the summons. Strength, Dexterity and Endurance increase the power of the odd spell, but compare that to every other spell...

What you say may be true for first, that isn't exactly the case. Naturally, elemental abilities seem much more interesting then just hacking n' slashing your way through the world, but are they really that more 'handy-dandy'? Full spellcasters while powerful (with their high bursts of damage and special effects) if used in the right situations, they can hardly handle any conflict all by themselves. Sure, setting alight everyone around who doesn't agree with your will is a fine demonstration of power, but I'm sure you'll be stabbed to death by the time you're preparing your second spell. But looking at it from the other perspective: a full physical build can often smash spellcasters in one or two hits with their steady (and high) damage output, but effects like weaken, blindness or the dreaded delay spells - while can't kill a character by themselves - make things much more complicated. While these are meant to show the extremes, any build that you make between should sacrifice something for something. There's no real fun in an all-powerful character.
 
So that brings me to my first observation: looking through the character sheets, I feel that some people may be following today's (electronic media based) RPGs 'powerplaying concept'. We tried to emphasize it before, but I should do it again: the characters should be about role-playing, about getting the best out of one's skills and talents in various and stressed situations, and not about godlings walking the earth (with the exception of very high charlevels). That is the very reason why you are impersonating the roles of humans, to get an idea of your natural abilities and limits, while also developing a personality to go with the stats. Stats are meant only as a numerical rating for each of the five attributes (hence their naming), and you should be prepared when deciding on extremely high or low values, that the world will react to you the way that it should be expected in quasi-real circumstances. For example, in the case of Charisma: With low values, not only some people will simply look over you (despite your actions or deeds), going lower they may even find you upright repulsive and are always suspicious of you. But on the contrary, with an outstanding attribute you may get way more attention than it is convenient.
 
All attributes share importance equally, be it a combat encounter or just doing everyday andventuring stuff. I'd also like to draw attention to the additional 2 stat points that you gain on higher levels: Those were meant as more of a personal development through your adventures, than a sheer bonus. Low level characters not necessarily need the high bonuses Primary Stats provide.
 
It is also worth mentioning that you are not the hero of the story. The group is. There may be that party member that was obnoxious from the start, and even his attitude or views prove to be in perfect contrast of yours (making the journey frustrating for both and not without conflicts); but it so happens that from all the people in the world, that guy has the skills or knowledge to make an invaluable addition to the group. Never forget that most spells can be targeted at others too, and most Enchanted permanents can be traded amongst the party.
 
And again, to re-emphasize another thing: Characters should measure their abilities very carefully when picking confrontations, mainly because by the nature of the combos present ingame you can easily be locked down completely, or OTK'd even in certain matchups.
 
So back to the Strength issue:
 
Moreover, (the heaviest) armour and weapons, which seems to be the sole reason you would ever invest in strength, stop you from casting all those handy-dandy spells. A tank would want to wear heavy armour and a shield, but suddenly doesn't want to because then he won't be able to cast gravity pull to attract everyone towards her. Unless you want me to take off my heavy armour, naked, cast gravity pull, then put my heavy armour back on, which... No. 7 strength is quite a devotion. Let me cast some spells with heavy stuff and shields.

Strength also gives you +damage to your attacks, nothing you should overlook.
 
Armor and shield can be a complementary option if you cannot afford high Dexterity. Weapons may be an option if you don't have access to damaging spells. Summons are all-round meatshields, and may be substitutes for both ends of the spectrum. There are also enchantments that circumvent these things altogether and can create very powerful combinations. But of course, only if you dedicate your character(s) - and combat turns - to such (sometimes cheesy) tactics.
 
At first both E&A and Summoning was allowed for Heavy equipment users, but creatures having their own (and moreover, mostly Natural) DEF and ATK values made these builds extremely overpowered. The status effects that some of the Invocations provide are outright powerful with the added defense or damage Heavy stuff ensures. It is also worth noting that all of your equipment - incuding armor - count as permanents, and can (and in certain matchups, will) be destroyed, so it's not a bad idea to prepare with a "plan B" for such cases. Also note that your inventory should also reflect logical reasoning, as you won't be able to drag around 3 full plates, 5 broadswords and 4 shields (plus all the other stuff) just in case you may need to change.
 
There could be medium armors that only disallow Summoning and, if we had a dodge stat, we could have Light Shields that allow all spellcasting. Bucklers and small shields do not hinder hand or finger movements.

At first (if you remember your "early-access"), there were 3 armor and 2 shield categories, similar like you described, but partly because of the aforementioned reasons, and mainly because of overcomplicating the enchantment tree they were reduced to the current state. Shields should stand somewhere between, but we figured that almost 99% of the time you'll want your hands on an enchanted one, not only for the possible added effects, but for the sole reason that they are categorized as Artifacts - which means they won't hinder you anymore in using any of your elemental abilities, while also preserving your natural defense (from DX), if any. Certain current spell and enchantment combinations can make a Dragon look like a joke, even with their added damage reduction.
 
A small dodge (miss) value can be a working alternative for DEF on shields. Needs to be balanced with the magical ones.
 
 
 
Or we can just add another status effect called Taunted where you're most likely to attack the target that taunted you. From experience, tanks need either an AoE ability, a free action ability with range, or the ability to cause Taunt passively with melee attacks. All of these would probably be from abilities in Gravity, but could fit in many elements through themes like hypnotizing (Aether), charming (Life, Light?), controlling (Aether, Darkness) or manipulating (Darkness, Entropy).

Let's say, like a talent/element-based physical ability tree? That could really be a nice addition, giving character planning another dimension. But in that case, they shouldn't overshadow their elemental couterparts in any way. Currently, the added number of attacks per turn (for smaller weapons), and the increased critical hit chance (for more heavier ones), and attacks of opportunities were meant to fill in the role of the added specialty in physically oriented builds. Think about them as constant Free actions every turn.
 
 
 
Well, I'm allowed to use armors now, but you just blocked off the ability to spell cast while in them, so there's no point in it again. Now I just have a huge fumble chance or, like Frozen said, I can disrobe, cast, and redress. Regardless, the class options I had mentioned earlier are still not viable options in the current system. And I agree, intelligence is extremely more important as a stat because it opens so many options. Current Fighter/Rogue/Archer builds would most be "I hit them with my ___" every turn every combat, and the static numbers mean that wouldn't even be interesting or varied.

While Intelligence (with support from Charisma) does open up a lot of interesting possibilities, being an archmage (or in this case, elementalist) needs great dedication. As great as being a champion warrior. Stat ratings and equipment rules were balanced around this and a bit of realism. And as a human, you (should) have your physical limits. 10% Fumble could prove annoying, but you may hardly notice. 20% is more troublesome, but still manageable; while 30% and over should be a concern for any character. Reaction time could be disadvantageous, but it's really nothing to frown at most of the time. How do you expect to perform anything correctly, if you can hardly move from all the stuff that you're wearing? Light (and Medium) equipment is easily accesible, and is a good middleground for any build, with broad enchantment possibilities.
 
And while dedicated ranged characters do attack once per turn (unless throwing, or under the efects of Adrenaline), they also have the privilege of their damage coming straight and solely from their Proficiency, which means they have a bit wider stat choices to work with.
 
 
 
Lastly, a few words about 'classes':
 
The term Classes were intentionally left out, and were replaced somewhat with Talents. Character creation was meant to be free in terms of concept (and not to limit you in the overused and quite boring Fighter - Rogue - Priest - Mage mindset), with the most appealing limitation being the human factor. You want to be a full time Priest? It's ok, which god do you worship? In what elements does your god represent itself? What are its teachings and prohibitions? You don't necessarily need a Warhammer with a Full Plate to play a proper Priest. You can make a character that's weak and even simple-minded (and has no real affection for magic), but has the faith and tenacity to make him a most prominent Priest. You decide about your profession, it's your choosing - fine tune your attributes so that you can fulfill the role.
 
What I would >really< like is for melee combat and ranged combat to have its own skill sheet/tree, just like enchantment/invocation/summoning. That would pretty much fix the entire problem.

A seperate Physical Skill tree is more and more considered. My only fear is that it may boost physical builds even further in combat efficiency compared to spellcasters with the limited card pool EtG has. I'm very interested in ideas about this one.
 
 
 
Speaking of shields, can I dual-wield shields?

Can you ingame? Apart from that, this is a very situational question.
 
 


 
Everything here is not meant to argue, but to explain why things evolved the way they are currently. I've been working on this concept for almost 2 years now (on and off), and many combat situations were tested to keep this "ripoff" as close to balanced as it can be. But of course that doesn't mean it is without errors and shouldn't be changed for the better. The current system is working, and is balanced in terms of combat provess, but one of the main reason to post it in its present state was to improve it for the better by suggestions and playtesting.
 
Hope I could clear some "development" things up.
Title: Re: Elements the Role-Playing Game
Post by: Higurashi on August 31, 2014, 03:25:17 pm
Ah yes, power-gaming. 'Tis an age-old debate, especially with old-fashioned GM's. I'll use Ilyana as an example to show my point, since she's obviously min-maxed:
I want to role-play a physically feeble, clumsy and immensely talented magician who has trouble tapping into her enormous power and isn't really aware yet of the powers hidden behind the veil of normal reality. Her aloofness is connected to this, but again she doesn't know and this will be developed upon later as she becomes more experienced since she's still young and naive right now. With all this in mind, I'd be maxing out her Luck stat if there was one, as this plays into the chaotic, fumbling and oblivious powerful force of nature I enjoy playing in many games (Chaos Sorc in D&D anyone?). As it is, there is no Luck stat, so I'll have to role-play that part, but the low Dex helps me in this regard and helps add to her charm.

The fainting spells due to hyperactive metabolism is a straight rip from the Ilyana in Fire Emblem alright, and it's because I want to try role-playing a physically feeble character for once. With all that in mind, I don't want to drop dead the second combat starts; not because I want to "win" the game, which is what power-gamers aim for, but because dying easily without a chance to use my great magical powers simply isn't -fun-.

Her high Charisma partially stems from her extremely strong connection to the otherworldly powers; because they feel like part of normal nature to Ilyana, she would have no problems whatsoever with befriending or leading otherworldly creatures, and of course partially because I need her to have high charisma to be useful. When it comes to charisma towards normal beings, my explanation naturally gets more contrived, but fact remains that she was born with extreme intellect, a calculating mind that others may come to trust to make the right decision, and an aloofness that prevents her emotions from influencing her decisions. At the same time, she feels a connection to all living things and would sacrifice much to protect life; it's just that she hasn't ever felt truly at home in the normal world. Her love for running comes largely from this feeling; exercise helps her disconnect from the petty affairs of everyday life. In fact, her connection to other realms have strengthened in times when she has managed to empty her mind and let it wander in thought of the endless possibilities of the stars and outer space.

In addition to this, she's a beautiful young woman who obviously needs protection and help in the real world. This is something people notice very quickly because of their protective nature or because of their own agendas. Because of this, I'm still debating whether to invest in Summoning for her or not; if she managed to summon otherworldly creatures to talk to, perhaps her entire character conflict with the real world would become void and she'd have protection by her own means as well. Perhaps it would be best saved for "Epic" levels when she's older and more experienced.  All this in mind, I will be further showing why people may or may not come to trust in her once I get the chance to role-play her.

So in summary: characters aren't always min-maxed because of power-gaming. It may be because it's what the player wants to role-play and because they don't want to be useless in combat, since it's not -fun- to be unable to play your character.
Title: Re: Elements the Role-Playing Game
Post by: Naesala on August 31, 2014, 04:25:59 pm
So in summary: characters aren't always min-maxed because of power-gaming. It may be because it's what the player wants to role-play and because they don't want to be useless in combat, since it's not -fun- to be unable to play your character.
I agree with this quote 100%

I am an experienced game master and player, with several years of experience in both. My suggestions aren't because I've been "babyfed" by RPG videogames. In all honesty, I tend to want to play weaker characters in roleplays where the rules are vague. When the rules are concrete numbers, I become much more concerned, as weak characters can die easily.

The way I keep seeing this spoken about and ruled is a specific kind of game feeling. It feels like AD&D, where warriors are strong early weak later, Mages are weak early but unstoppable later, and rogues hit the medium. It also feels like the older style roleplaying games in that it's low fantasy and that character death is very easy to occur.

But let's compare that to our setting. Elements has a very high fantasy feel (everything is composed of quanta, False Gods roam around, etc.) It's not unreasonable to expect our characters not to be demigods but at least show some measure of prowess. Additionally, we want to encourage people to play characters they like, not choose a build that can do something productive and then make a character.

I use the term classes whether there are classes or not. Classes is a term I use with any RPG, even casual forum roleplaying with no rules, because it helps explain an archetype and communicates what they can do/are meant to do. Whether I use general gaming terms (Tank) D&D classes (Fighter) or other fantasy terms (Warrior), I'm still trying to give people an idea of who I am without having to give my entire backstory.

The most important rule in every roleplaying book (even frequently written in some books) is to have fun. With most people I know, the fun of roleplaying is in three parts: Being able to escape to a character you'd like to be, being able to do cool things with your powers, and developing your character through interactions. Right now, the first two parts of that are very limited. You claim that I can be anything, any class, but then the rules are built so no, not really. You want to shy away from the typical class system, but the current system highly encourages min-maxing and falling into an archetype.

I'm glad your considering another skill tree, as this will loosen up some of the problems with the game. It's definitely a step in the right direction. However, right now I have to choose between scrapping my character or completely reworking her, or dropping out. I don't know which I feel like doing yet, I'd prefer we came to a better consensus.

Rant over
Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 31, 2014, 06:12:06 pm
So my assumption of powerplay turned out to be rudeness maybe? If that is so, I apologize for it; may could've rephrase that. Yet no specific character were accused, and it was meant as more of a precaution on my side. So why the urge to rant? Why do you feel so offended if you know it does not apply for you?

That aside, let's have a look at your character:

(http://i.imgur.com/LLEmVXI.png)

All seems to be in place, she looks well balanced for a lvl 1 character that can handle many different situations. I have no real idea of where will she develop further on higher levels, but I take it you have a clear picture on that. So, what turns out to be the problem is the armor you're wearing conflicts with your under-average strength, and I believe that was the starting point of your frustration. As per the current rule added, you'll get 30% Fumble and -3 reaction time. Does this penalty sound that unrealistic and punishing? If you're so weak then why do you cling so much to that Heavy armor which is clearly more than your body can handle?
 
Also, what prowess are you expecting on lvl 1? There's 19 more levels there to do just that.

The game is open for all and any suggestions or changes, and I'd be happy to hear them. Just take your tone down a bit, and provide reasons or examples with them.



As for character death: Yes, you can die easily. But you will only die if you do stupid things. Every GM handles death differently, but characters should never be forced into fatal situations, unless they provoked it for themselves. And even then, the GM always has the power to save a character. I  for one, may be an 'old-fashioned' GM, but I do understand a player's attachement to his/her character and would never kill any for my own amusement. Promise. All my encounters will be planned and modified exclusively for the PC-group to overcome, and while some may seem more difficult than others, you will always have several options to succeed - if there's any doubt with my past experience. That is also the main reason I implied min-maxing isn't necessary. Your character will be always useful, both in- and outside of combat.

That said, from you I didn't expect any less from what you presented, Marisa. Sorry again for the misconception.

Title: Re: Elements the Role-Playing Game
Post by: Naesala on August 31, 2014, 08:04:41 pm
I am completely for the 30% fumble and -3 reaction, I feel that is a perfectly fine punishment for wearing very heavy armor. I do not like that it locks me out of two types of spellcasting. I do not see what is wrong with my tone, I am just trying to explain my view on this and I was showing problems. At this point you have addressed most of the problems, with the promise of non-magic skill trees and allowing me to wear the armor. It's just the fact that I can't cast in it. If you wanted to add a reasonable spell failure chance, fine, but I don't see why I would be unable to cast at all in armor.

Right now, Ivanna would have to chose between stripping down and being able to cast her summon/telekinis but being extremely vulnerable (rendering her a mage), or leaving her armor on and being a weak armed, poor aiming tank. Looking at my stat choices and her design, I obviously want her focus to be summoning. She was a captain in a mercenary guild, so she has less field practice (low Str and Dex) but she has a nice shiny suit of armor and crossbow that've probably barely been tested. I have incantations on the side, namely for Telekinises and eventually Gpull perhaps. I have enough intelligence to perform my spells, and endurance to tank while the summons take the offense. A small amount of utility with a primary focus on summons and tanking. She'd be slow and clumsy (Armor penalties) but be able to work well with allies as a strategest (Int+Cha). Do I seem like I'm asking for to much? She is already heavily penalized in order to have her character design make sense, but with armor preventing spellcasting, then this doesn't work for a character concept at all.

As to "why cling to armor" there are a ton of reasons, in and out of character for a character like Ivanna to wear it. A feeling of security when one is weak. An emotional connection to the armor (as is the case here). Willingness to give up speed for defense. Heck, not knowing better. It isn't like I'm a cripple 1 STR or anything, I'm slightly below average for a human.

To reiterate: My only current problem is that armor prevents spellcasting. Everything else that bothers me is being addressed or has been addressed.
Title: Re: Elements the Role-Playing Game
Post by: Tiko on August 31, 2014, 08:43:35 pm
Very well, let's put all those bad things behind then, if there were any.

You have a point there. With the addition of the ST req-penalty (which frees up the option of more varied equipment for any char) it indeed turns out to be overly crippling with spell restrictions (mostly tested on your char, and also on higher levels based loosely on your plan against a bunch of various other chars and NPCs). I will look into it further tomorrow, but I'm confident to say that the Proficiency restrictions doesn't serve their purpose anymore and became renundant. Stat distribution should sufficiently limit your possibilities this way.

So, for the time being:


Wearing Heavy Armor and Shields will not hinder your spellcasting abilities in any way.



Please check your characters if this change may affect you, I'll update the rules later.
Title: Re: Elements the Role-Playing Game
Post by: Naesala on August 31, 2014, 09:33:25 pm
Thank you! It's good to see you taking feedback and refining this. I'm very excited to play this when the time comes.
Title: Re: Elements the Role-Playing Game
Post by: Drake_XIV on September 01, 2014, 12:41:23 am
Thought I could catch up and read when the weekend came along. Looks like I have more to peruse than I thought.
Title: Re: Elements the Role-Playing Game
Post by: Nepycros on September 01, 2014, 02:42:33 am
Thought I could catch up and read when the weekend came along. Looks like I have more to peruse than I thought.

Wasting your 6666th post here?! Come on, man.
Title: Re: Elements the Role-Playing Game
Post by: Tiko on September 11, 2014, 06:34:54 pm
I feel I should post factum apologize for the lack of progress or updates; but due to a sudden (yet somewhat expected) loss of a close family member I couldn't get my thoughts around the subject at all.

I hope you understand.



But, Shantu did make some basic outlines for (a) possible Physical Skill Tree(s), so I can only hope that he will post them soonish - but in the meantime I'd also like to hear your ideas about possible skills, specials or bonuses that could make these builds more colorful.

Thanks.
Title: Re: Elements the Role-Playing Game
Post by: flyingcat on October 15, 2014, 12:43:08 am
Did someone say RPG? I'll join (if it's not too late, that is).
Title: Re: Elements the Role-Playing Game
Post by: Tiko on October 25, 2014, 06:40:02 pm
Did someone say RPG? I'll join (if it's not too late, that is).

It's still in the planning phase so you didn't miss anything, but the project's on hold temporarily while War is happening. Take your time with Character planning until then.
Title: Re: Elements the Role-Playing Game
Post by: propheon on October 26, 2014, 04:55:37 am
im joining a rpg for the 3rd time i hope this is not another one that will ask me to be patient for like 6 months
blarg: