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Calling all tabletop fans!!!; Golden Sun Tabletop RPG
Topic Started: Mar 22 2015, 06:49 AM (691 Views)
Philemon
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I am currently working on a Golden Sun Tabletop RPG (actually I am reworking one of my persona projects, but that's not important) and I need all the help I can get. One thing I need to point out is that the mechanics have nothing to do with Golden Sun, this is a completely different system that I am re-fluffing to fit Golden Sun. The mechanics are actually closest to D&D 4E, but still a lot different.

Every round each character gets one standard action, two minor actions and 2 quick actions.
Standard actions are used to perform attacks, although some attacks require additional minor or quick action. This is mostly for area attacks that are slow to execute, and as such require more actions.
Minor actions are used for most non-attack psyenergy (although area affecting psyenergy also requires a quick action). Minor actions are also sued to intercept attacks, unless you are a dedicated defender (in which case only costs a quick action). Altough rare, some attacks can be used as minor actions, but those are rare and usually only used by dedicated damage dealers (in other words Duelists).
Quick actions are mostly used as supplement for other actions, but the are sometimes use separately to provide some minor boosts.
This leads to 5 basic archetypes that are somewhat similar to 4E roles.
Sentinel: Classical Tank. Taunts the enemies he attacks and specializes in intercepting attacks.
Duelist: Specializes in single-target damage. Marks attacked enemies to deal extra damage with next attack.
Nuker: Area damage specialist. Gains a damage boost based on the number of enemies he targets.
Inducer: Inflicts ailments. Marks attacked enemies to make them easier to hit with an ailment.
Manipulator: Specializes in buffing and debuffing. Has a lot more flexibility then other archetypes.

Every archetype comes with a set of traits that make them special. This traits come in 3 forms: Passive bonuses, Per encounter abilities (3 times per encounter you can do X) and misc. actions (you can do X at the cost of Y AP). Your traits are also affected by your clan.

Venus Sentinel
Spoiler: click to toggle


Luna Duelist
Spoiler: click to toggle



Attributes:
Spoiler: click to toggle


Ailments:
Spoiler: click to toggle
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The Phantom Squee
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Sound the horn and call the cry: "How many of them can we make die?"

Are you planning to incorporate the system of changing classes through Djinn? I found that to be one of the most interesting game mechanics, but it's one I've yet to see anybody attempt in any of their homebrews.

In fluff terms, what does Wisdom represent? In most games I've seen, it represents perception and general awareness, but here you've got Alertness as its own stat. So in this case, what is it?

As for renaming Exhaustion, how about Cascade?

This is an ambitious undertaking, and I applaud you for, well, undertaking it. I'll do what I can to help out and give feedback.
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Delfeir
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Adachi is not amused.

I approve of what you're doing on principle. Haven't had a chance to look over the systems, but I'll be sure to do so in a couple of days when I get home and can properly devote my attention to it and give some feedback.
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The Phantom Squee
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Sound the horn and call the cry: "How many of them can we make die?"

Incidentally, I've never really been a fan of the idea of healer as a primary role; I've always preferred to treat it as a secondary one. Mainly I think it's because healing is so reactive, compared to the proactive nature of the others. Especially in a system with no movement grid--which is what it sounds like you're going for--the healer doesn't even get the benefit of being able to use the bulkier party members as a shield, since there's no way to position themselves away from damage. Just my two cents on party roles.
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Philemon
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The Phantom Squee
http://forum.templeofkraden.com/single/?p=8750204&t=7443476
Are you planning to incorporate the system of changing classes through Djinn? I found that to be one of the most interesting game mechanics, but it's one I've yet to see anybody attempt in any of their homebrews.

In fluff terms, what does Wisdom represent? In most games I've seen, it represents perception and general awareness, but here you've got Alertness as its own stat. So in this case, what is it?

As for renaming Exhaustion, how about Cascade?

This is an ambitious undertaking, and I applaud you for, well, undertaking it. I'll do what I can to help out and give feedback.


Class change will exsist, but classes will only grand some passive trait, your psyenergy pool will be based on your Djinn (one psyenergy line for every Djinn plus two innate psyenergy lines).

Reasoning and intuition. Alertness was a replacement for Agility, because Agility is physical and it doesn't make sense for a physical attribute to affect your PP.

Sounds good.

Thank you. :)

Delfeir
http://forum.templeofkraden.com/single/?p=8750215&t=7443476
I approve of what you're doing on principle. Haven't had a chance to look over the systems, but I'll be sure to do so in a couple of days when I get home and can properly devote my attention to it and give some feedback.


I appreciate it.

The Phantom Squee
http://forum.templeofkraden.com/single/?p=8750268&t=7443476
Incidentally, I've never really been a fan of the idea of healer as a primary role; I've always preferred to treat it as a secondary one. Mainly I think it's because healing is so reactive, compared to the proactive nature of the others. Especially in a system with no movement grid--which is what it sounds like you're going for--the healer doesn't even get the benefit of being able to use the bulkier party members as a shield, since there's no way to position themselves away from damage. Just my two cents on party roles.


Actually, with the addition of interception you can hide behind your allies. And healing won't actually be that important, since healers will mostly be in charge of buffing and curing ailments. Basically, Healers represent any positive effect you can apply, just like Controllers represent any negative effect.
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The Phantom Squee
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Sound the horn and call the cry: "How many of them can we make die?"

Ah, I see. Just a question of semantics, but perhaps the term Supporter might be more descriptive of what they actually do, then?

RE: Alertness, usually I've tended to see reasoning fall under Intelligence. Seems like you have some overlap here, but if that's what you're going for, no worries.

If I understand what you're saying about the classes correctly, your class will largely just amount to something like "Swordsmen get an innate +1 to attack rolls" or "Flame Seers deal +1 damage per die with fire spells," right? That seems like a sensible way to handle it, and is pretty representative of how it worked in the games too. And as for Psynergy, so each player will pick two Psynergy lines that their character always has, yes? And for every Djinni they have, they'll gain access to another line of the corresponding element? Neat. So that means that players are essentially creating a custom class with each new Djinni they acquire. I like that approach, it's innovative.

Pretty sure I had more comments, but it's been a long day of driving for me, and I can't think straight. I'll get back to you on more once I've recovered from that.
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Philemon
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Supporter can work too, that's how they did it in Dawn of Heroes. And that's the closest thing we have to 4E video game. :)
Attributes can be renamed, as long as they affect the same thing. Alertness is a weird attribute, but I needed a mental attribute that affects Reflex, and that's the closest thing I have.
Pretty much, yes. Except that I am changing the innate psyenergy to 3 lines, giving you 3 level of your innate elemental.
Maximum number of Djinni you can equip will be based on your level, and the maximum will be 9. This will allow your triple elemental classes to go up to tier 4 (1/4/4).
As far as Djinni unleashing goes I will probably implement it as 50% PP discount and you can't use that psyenergy line for a few rounds (Probably 4). That should add an extra tactical layer. Unleashing Djinni won't affect your current class, so there will be no class change during combat, because that would be complicated.
So, class and Djinni system is still there, and even though it is different it is still (hopefully) fun to mess with.

What I could really use the most help with is traits. I need to design 6 races with 4 classes each, and that needs a lot of ideas.
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The Phantom Squee
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Sound the horn and call the cry: "How many of them can we make die?"

I assume when you say "6 races with 4 classes each," you mean that the numbers match up that way, and not that each race is restricted to 4 classes.

Races could be a little tricky, considering nearly all of the characters are more or less "human from this region." Off the top of my head, I'd say others you could easily incorporate would be Beastmen (Garoh's werewolves and DD's beastmen would probably both fall under this, despite being different in-game), Proxians, and Lemurians. If you wanted to split humans further, you could probably stat humans from different regions as different races, although you have to be really careful with that or else you run into some, er, political correctness issues.
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Philemon
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Actually, what I meant was 6 types of adepts, and each one is able to cover 4 roles in a different way.
Venus Damager draining 10% damage they inflict, Sol Damager having a limited resistance to Doom (bane of all Damagers) and Luna Damager dealing extra damage to targets who suffer from an ailment plays out differently, even though all of them focus on dealing damage. It doesn't change what they do drastically, but it will subtly affect how you play your character.
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The Phantom Squee
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Sound the horn and call the cry: "How many of them can we make die?"

Ohhhhhhh, okay. I think I see what you mean. So you need to come up with what each Adept type's special effect is, based on their role.

Alright, so based on what you've got in the OP already, here's a few ideas:

Venus Healer:
Natural Remedy - When you cast a healing spell, cure one of the following ailments afflicting the target: Poison, Enervation, Exhaustion, Panic.

Venus Controller:
Gaia's Embrace - When you inflict an ailment on an opponent, they suffer a -1 on attack rolls (or evasions, or some similar penalty, whichever you think would work best) for as long as the ailment persists.

Mars Damager:
Bloodlust - When you deal damage that bloodies or drops an opponent, regain the AP used to make that attack.

Mars Controller:
Fiery Brand - Seal effects you inflict cause X damage to their target each round.

Mars Healer:
Invigorate - Any character you heal gains (some sort of appropriate offensive boost, like a damage bonus) during their next turn.

Jupiter Controller:
Gale Force - Your next Jupiter attack inflicts (some sort of mobility penalty, like maybe a -2 to Reflex attacks and evasions).
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Philemon
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Natural Remedy-Ailment curing will reduce duration, instead of completely removing it, so a minor curing effect when healing is great idea. Especially since basic curing skills heal one ailment each.
Gaia's Embrace-Attack roll penalty, since Venus is defensive elemental.
Bloodlust-Attacks use a standard action, they don't consume AP, but I like the idea. Maybe change it to drops or inflicts at least x% maximum HP, to encourage big attacks.
Fiery Brand-Nice.
Invigorate-Like it.
Gale Force-Evasion penalty should be enough. Attacks formula is 3d6+[Attribute] Vs 10+[Attribute], so hit rate should be close to 60-70%.

Keep them coming.
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Philemon
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I had some trouble accessing the Temple lately, but I haven't forgotten about this. I am still working on this project, I just didn't have the time to update it lately. I should have more soon, for now I present the adjustment to basic archetypes:

Sentinel: Classical Tank. Taunts the enemies he attacks and specializes in intercepting attacks.
Duelist: Specializes in single-target damage. Marks attacked enemies to deal extra damage with next attack.
Nuker: Area damage specialist. Gains a damage boost based on the number of enemies he targets.
Inducer: Inflicts ailments. Marks attacked enemies to make them easier to hit with an ailment.
Manipulator: Specializes in buffing and debuffing. Has a lot more flexibility then other archetypes.
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The Phantom Squee
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Sound the horn and call the cry: "How many of them can we make die?"

Interesting new divisions. I notice you removed the unique archetype abilities from the OP--do you still want ideas for those, or are they being done away with?
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Philemon
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I still plan on using them, but they will be completely archetype based, there will be no traits shared by the entire clan. Plus, I have to scale almost everything to %, so they would be too confusing. I still have them saved somewhere else.
And yes, ideas are most appreciated. :)
I also changed Action Points into actual actions. Every psyenergy costs a certain action(s). Most Area attacks will take standard+minor or even standard+minor+quick, while some swift attacks might only cost minor+quick, allowing you to perform two attacks per round, even if the other one is weaker. This will take some careful balancing, but since most bonuses are % based it should be possible.
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