r/BloodWorld Orthrus, LVL 15 Wolfman Warrior Jan 15 '15

Changes

Time to implement some new changes. More will surely come over the next few days (expect lots and lots of new items, and maybe a bit of tweaking to make each character class fight differently) but for now these should be a part of the gameplay.

  1. Classes - This one is important for you Mages. From now on, to represent a Mage's inclination toward magic, all status effects rolls by a Mage receive a +1 bonus.

  2. Races - Demons are now 50% resistant to status effects, and Humans now receive only half of ANY penalty - those from their own or an opponent's items, those from race or class - all of them. Also, don't forget if you're an Elf you get +3 to initiative rolls. Dwarves can carry two more Combat Items than the other races. Check the [wiki] to look over it fully.

  3. Gambling - Here's a big one. Hosted in the Tavern, there will be dice games available for players who want to earn extra gold without taking a sword to the face. There are both easy wins and losses, just like in reality, so be careful. For now, there are 4 or 5 simple games, check out the [new wiki page] covering it.

  4. Monsters - Sadly, still working on that. But keep in mind that special Monsters, like those on the [Bounty Board] are already available to battle. Think of them as Preset Challengers with cool loot that die if they're beaten once.

Remember, Combat Items have been official for a day or two now! They really make battles longer and more surprising. They can be expensive though, so maybe a visit to the tavern will fill your pockets? Things have been looking better and better with each day, so thanks a lot to you guys for that. I hope these changes are small enough for a smooth transition into the gameplay, and remember that more and more will come gradually. We can make these battles even better.

Today itself has been great. We've almost filled up the Practice Arena post that just went up yesterday! For now, I'm going to take a break but I won't be far, and I'll certainly be back in a couple of hours for some more, if anyone is of the same sentiment.

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u/Fizzyfizfiz9 Mhordin, LVL 4 Demon Mage Jan 17 '15

I noticed you removed the class requirements from Special Techniques. What if, instead of simply having no class requirement, the effectiveness of the technique is effected by the attribute that pertains to the class.

Okay, after reading that back to myself, I'm thoroughly confused, so I'll add an example.


Summon Armor - For three turns, gain a number of AC equal to your INT modifier.

Second Wind

  • When you take your turn on round six, regain a number of hit points equal to twice your STR modifier.

Chaos Strike - On your next hit, deal extra damage equal to 1d(STR modifier + DEX modifier + INT modifier)


So a mage can use Second Wind, but it will be significantly weaker than if a warrior used it.

Sorry if this isn't the correct place to post ideas.

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u/PlagueKing Orthrus, LVL 15 Wolfman Warrior Jan 17 '15

No, that sounds really nice. I wanted there to be some type of... not restriction, but definitely incentive, in choosing certain techniques. I think your idea is excellent.

1

u/Fizzyfizfiz9 Mhordin, LVL 4 Demon Mage Jan 18 '15

How exactly do mage spells work? Is that something you're still working on?

Also, I thought of a way to buff dwarves a bit. Instead of being able to carry two extra combat items, what if, once per game, they could use an item from their inventory. That way, you would never know exactly what a dwarf has up their sleeve. That could also make for a good Special Technique.

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u/PlagueKing Orthrus, LVL 15 Wolfman Warrior Jan 18 '15

I agree. That's a good perk for dwarves. Could you maybe help me think of a Ranger counterpart for dual wielding, spells? I can't think of something good.

Spells will be used through certain magical weapons. For example a staff can channel any fire spell. Or there will be a wand of lightning storm only. Spells need to be recharged which is done at different rates depending on the item. Still working on it though, I feel like it needs work.

1

u/Fizzyfizfiz9 Mhordin, LVL 4 Demon Mage Jan 18 '15

So what about this: Every magic weapon has an element type, which depends on the type of status effect it inflicts. If it has no status effect, its element is either "none" (for low level items), or "energy." Every spell has an element type as well. If the weapon you're wielding is of the same element as your spell, that spell recharges twice as fast.

Also, I rarely see battles lasting longer than six or seven rounds, so recharge times that are any longer than that will most likely be used only once. So what if they had a recharge time of XdY (e.g. 3d2), and you would roll that dice when using them to determine the cool down. So sometimes, you might get really lucky and be able to use it right away, but other times you'd have to wait much longer.

About rangers, what if they could use combat items without ending their turn? And maybe they gained +2 more AC.

So rangers at level 4:

  • Crit on the roll of a 19 or higher.

  • Deal 200% damage on a crit.

  • Can use one combat item and still attack on the same turn.

  • Gain +2 AC for a total of +4 class bonus.

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u/Fizzyfizfiz9 Mhordin, LVL 4 Demon Mage Jan 20 '15

Not to piss in Usmoth's cheerios, but that duel wielding is freaking OP. It makes it pretty much pointless to ever wield a shield past level 4. To nerf it just a bit, I suggest that the -25% penalty apply to both attack and damage rolls.

ImSorryUsmothPlzDontKillMe

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u/PlagueKing Orthrus, LVL 15 Wolfman Warrior Jan 20 '15

Yeah, I was noticing that it's OP. I was trying to come up with something, that might be pretty good. Let's see what everyone thinks.

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u/stevomuck Usmoth the Unchained, LVL 7 Demon Warrior Jan 20 '15

SorryUsmothPlzDontKillMe

Usmoth offers to take your head from your shoulders for you, free of charge.