The world map I made for a board game I made called Hexis.
I've posted a journal with some of the current ruleset. Just remember that it is not done and does not currently work.
http://www.furaffinity.net/journal/1129653/
I've posted a journal with some of the current ruleset. Just remember that it is not done and does not currently work.
http://www.furaffinity.net/journal/1129653/
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 1280 x 937px
File Size 174.1 kB
It's kinda complicated... I've got a giant document with all the rules... the simplest way to explain the gameplay is that its an rpg board game for up to 6 people, at least 2 required to play. You win by defeating the three hardest dungeon bosses. I've only got to playtest it with 3 friends (4 people total) once, so there's still some bugs to work out. Like the exp system which is completely and utterly broken at the moment. xP Sorry...
I've posted a journal with some of the current ruleset. Just remember that it is not done and does not currently work.
http://www.furaffinity.net/journal/1129653/
http://www.furaffinity.net/journal/1129653/
The stuff you have here is pretty basic, and that's a good start. Here are my Suggestions:
For Leveling- You mentioned having a problem with how much EXP you get from enemies. I'd say, Give enemies a base amount of EXP they give, and bump it up the higher level they are. So for example, Goblins give 20 Exp. A level 5 Goblin would give 30 Exp. It would also be wise to increase the amount of Experience you need in order to level up. I'd start off with something like Level 1 = 100 exp, Level 2 = 125 level 3 = 175, level 4 = 250. The math is 100 + (25 * Previous Level) = Experience needed. Or something along those lines. Since you're going for speed, I'd make enemies give a larger sum of Experience. So a Level 1 Goblin would give maybe 45 exp. RPG's aren't very fun if you can be at level 100 before you reach the first boss.
For Stats- All players are different. Instead of giving every attribute 1 point to begin with, give the players 10 points to put into whatever they want to excel in. This lets players say: Oh hay. I'm a Mage. I should start off with more Charisma, Intelligence, and Dexterity. Or, I'm a Knight! I need more Strength, Constitution and Defense. As for leveling, Each class should have specific stats that would increase. So, for example:
Upon Leveling, Mages get
Strength - +0
Dexterity - +2
Agility - +1
Constitution - +1
Intelligence - +3
Charisma - +2
Knight's get:
Strength- +3
Dexterity +2
Agility +1
Constitution + 2
Intellegence + 0
Charisma + 1
Here, I figured each class would have one big attribute they would excel in (this gained 3 points) two others it would also need (this gained 2 points), two more that are useful (this gained 1 point) and something it would not need (this gained no points). See how Mages have no Strength, and Knights have no Intellegence. What good is a mage with a sword, or a Knight with Magic, Right?
Battles- Turn order should never be random. Attributes are there for a reason. Who ever is the fastest would go first, and slowest last. Same goes for Enemy turns. If they are faster than one player, but not the other, they would go in between them. As for attacking and skills, instead of taking turns to cast, make those turns Battle points in which you spend making your moves. Use as many moves as you can spend in your turn, and then your turn is over. So for example, Attacking takes 1BP, Using the Ability Slash takes 2BP and using an Item costs another 1BP. You have 5 BP to start out with, And gain 2 more at each reoccuring turn. Unused BP carries over. So... Example Battle. My turn, I gain 5 BP to start. I use Slash twice. I'm down to 1 BP. Next turn, I gain 2BP, so now I'm up to 3BP. I attack one and end my turn. Next turn I have 4BP to spend. I use a Potion and Attack. Back down to 2BP. Next turn, I use Slash Twice. 0BP and a Win.
As for damage and Defence, This is where Attributes and Equipment come into play. As for whether it hits or not is Mathematical. Take Attacker's Dexterity, and enemies Agility. If Dex is Greater than Agi, then Attacker rolls a 6D twice, while Defender rolls a 6D once. If Dex is Lower than Agi, then Attacker rolls a 6D once, and Defender rolls a 6D twice. If the Attacker's # is greater than the Defender, then the attack hits, Vice versa for defence. As for damage, take strength ( or Intelligence if it's a magic attack), add sword strength, Add any special effects, etc and subtract from enemy Defence, armor strength, and any special effects.
You know... Simple stuff.
Dungeons- I reccommend you allow the Game Host to draw out a dungeon map for each dungeon they come across, or have predetermined dungeons mapped out already. But if you let the Host draw out the map, it just makes it a lot more fun. Players would roll a 6D die to move through the dungeon, and I would suggest move as a party, instead of individually. Battles should be a random encounter, so make them roll again to see if they run into monsters. Even numbers mean No encounter, Odd means Yes. Monsters encountered should also be randomly chosen by the host. There could be more monsters than players or vice versa if they choose, but the monster's level cooresponds with the dungeon level. So if it's a dungeon for players level 1-10, you won't find a level 50 Dragon lurking about. As for Dropped items from monsters, these should be set with different percent chances of drop. So for example, a Goblin Archer can drop a potion, Arrows, an Oak Bow, and a bandana. Potion is a 80%, arrows 55%, Oak Bow 20%, and Bandana 75%. Chests and loot in the open should be random and up to the host to place down wherever he or she chooses.
Thank you for paying attention, assuming you did, and I hope this really helped. :3
If you ever need any more help, just give me a shout or a note ^^
For Leveling- You mentioned having a problem with how much EXP you get from enemies. I'd say, Give enemies a base amount of EXP they give, and bump it up the higher level they are. So for example, Goblins give 20 Exp. A level 5 Goblin would give 30 Exp. It would also be wise to increase the amount of Experience you need in order to level up. I'd start off with something like Level 1 = 100 exp, Level 2 = 125 level 3 = 175, level 4 = 250. The math is 100 + (25 * Previous Level) = Experience needed. Or something along those lines. Since you're going for speed, I'd make enemies give a larger sum of Experience. So a Level 1 Goblin would give maybe 45 exp. RPG's aren't very fun if you can be at level 100 before you reach the first boss.
For Stats- All players are different. Instead of giving every attribute 1 point to begin with, give the players 10 points to put into whatever they want to excel in. This lets players say: Oh hay. I'm a Mage. I should start off with more Charisma, Intelligence, and Dexterity. Or, I'm a Knight! I need more Strength, Constitution and Defense. As for leveling, Each class should have specific stats that would increase. So, for example:
Upon Leveling, Mages get
Strength - +0
Dexterity - +2
Agility - +1
Constitution - +1
Intelligence - +3
Charisma - +2
Knight's get:
Strength- +3
Dexterity +2
Agility +1
Constitution + 2
Intellegence + 0
Charisma + 1
Here, I figured each class would have one big attribute they would excel in (this gained 3 points) two others it would also need (this gained 2 points), two more that are useful (this gained 1 point) and something it would not need (this gained no points). See how Mages have no Strength, and Knights have no Intellegence. What good is a mage with a sword, or a Knight with Magic, Right?
Battles- Turn order should never be random. Attributes are there for a reason. Who ever is the fastest would go first, and slowest last. Same goes for Enemy turns. If they are faster than one player, but not the other, they would go in between them. As for attacking and skills, instead of taking turns to cast, make those turns Battle points in which you spend making your moves. Use as many moves as you can spend in your turn, and then your turn is over. So for example, Attacking takes 1BP, Using the Ability Slash takes 2BP and using an Item costs another 1BP. You have 5 BP to start out with, And gain 2 more at each reoccuring turn. Unused BP carries over. So... Example Battle. My turn, I gain 5 BP to start. I use Slash twice. I'm down to 1 BP. Next turn, I gain 2BP, so now I'm up to 3BP. I attack one and end my turn. Next turn I have 4BP to spend. I use a Potion and Attack. Back down to 2BP. Next turn, I use Slash Twice. 0BP and a Win.
As for damage and Defence, This is where Attributes and Equipment come into play. As for whether it hits or not is Mathematical. Take Attacker's Dexterity, and enemies Agility. If Dex is Greater than Agi, then Attacker rolls a 6D twice, while Defender rolls a 6D once. If Dex is Lower than Agi, then Attacker rolls a 6D once, and Defender rolls a 6D twice. If the Attacker's # is greater than the Defender, then the attack hits, Vice versa for defence. As for damage, take strength ( or Intelligence if it's a magic attack), add sword strength, Add any special effects, etc and subtract from enemy Defence, armor strength, and any special effects.
You know... Simple stuff.
Dungeons- I reccommend you allow the Game Host to draw out a dungeon map for each dungeon they come across, or have predetermined dungeons mapped out already. But if you let the Host draw out the map, it just makes it a lot more fun. Players would roll a 6D die to move through the dungeon, and I would suggest move as a party, instead of individually. Battles should be a random encounter, so make them roll again to see if they run into monsters. Even numbers mean No encounter, Odd means Yes. Monsters encountered should also be randomly chosen by the host. There could be more monsters than players or vice versa if they choose, but the monster's level cooresponds with the dungeon level. So if it's a dungeon for players level 1-10, you won't find a level 50 Dragon lurking about. As for Dropped items from monsters, these should be set with different percent chances of drop. So for example, a Goblin Archer can drop a potion, Arrows, an Oak Bow, and a bandana. Potion is a 80%, arrows 55%, Oak Bow 20%, and Bandana 75%. Chests and loot in the open should be random and up to the host to place down wherever he or she chooses.
Thank you for paying attention, assuming you did, and I hope this really helped. :3
If you ever need any more help, just give me a shout or a note ^^
I've skimmed over your comment... really tired so I'll read it fully later. It looks like there's some helpful commentary in it.
One thing I should point out is that the game concept was born out of my own agitation towards D&D's requirement that someone (the DM) has to keep track of lots of stuff. The idea with this game is that once everyone knows the basic rules, they can all share the work towards making the game run. There is no DM.
Anyway, sleep time now. @_@
One thing I should point out is that the game concept was born out of my own agitation towards D&D's requirement that someone (the DM) has to keep track of lots of stuff. The idea with this game is that once everyone knows the basic rules, they can all share the work towards making the game run. There is no DM.
Anyway, sleep time now. @_@
I've posted a journal with some of the current ruleset. Just remember that it is not done and does not currently work.
http://www.furaffinity.net/journal/1129653/
http://www.furaffinity.net/journal/1129653/
I've posted a journal with some of the current ruleset. Just remember that it is not done and does not currently work.
http://www.furaffinity.net/journal/1129653/
http://www.furaffinity.net/journal/1129653/
Oddly, this really reminds me of the "standard" japanese RPG world map we could encounter by browsing old PSX games... I wish so much to play a game like that... :/ What did you use to make this map?
( and as picture critics themselves, i really really like the colouring. Just like i love it . )
( and as picture critics themselves, i really really like the colouring. Just like i love it . )
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