Description

I intend CODEX to eventually use an original setting. It is to be set on a primitive (early rennaisance) planet that finds itself as a battlefield for an advanced race after a colony ship full of refugees crashes on it. Technology beyond the American Civil War/Boer Wars will not be available to the player to any large degree because of the damage the refugees suffered to their tech base. The villains will be under no such disadvantage.

Module Version

0.0.0

T-Engine version

3.0.0 alpha11

Author

nbrown0@gmail.com

Last update

Not yet available

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To do list

Thoughts and Musings

This is where I will put freeform musings on the design of the module. Please comment. I don't have the sort of gaming experience that would permit me to tell a great idea from a stupid one.

One thing I want to do is avoid the supremacy of light weapons. Since the fractional speed system can apply to take full advantage of fractional extra blows. Blows based on dexterity and strength should max at two blows with a third from weaponmastery and perhaps a fourth from some submasteries using light weapons. I'd like to have two weapon fighting as well with the off hand weapon getting a single blow. I'd also like to enhance criticals, allowing most monsters to be knocked out or instakilled and use submasteries and backstabbing primarily to boost critical hits. If monsters are placed on equal footing with respect to criticals that necessitates some defensive skills. Weaponmastery and submasteries could effect your opponent's ability to score criticals as well as your own combat. Dodge could effect your oppopnent's ability to score criticals even on failed dodges. Some weapons will have two subtypes (ie staff-mastery will probably let you get get an extra virtual weapon out of your spearbut)

Hmm. I want to make the skill budget for all classes similar. Actually, I think I want to go classless. If a warrior has four skills to push (weaponmastery, submastery, either shield or two weapon mastery, and dodge) a pure mage should also have four skills to push. Assume one ranged skill. That makes five skills. I therefore want five mage skills. I want to let a mage master three schools so I need two other mage skills. I'm thinking fast casting and sixth sense. Melee combat is going to need to be competative with magic in terms of damage. I'm going to force mages to rely on devices for utilities just like everyone else which should hopefully simplify balancing things. I also, because of the technology level, want ranged weapon specialists to be possible. I'm not sure how to make that take enough skills. I don't envision a general archery skill, just specific masteries. Right now I envision Bow, Crossbow, Sling, Throwing, Pistol, and Rifle. The low tech weapons will have easier ammo availability early on. Later exploding ammo will be available. The thrown weapons will benefit from very low breakage and shorter swap times, and include grenades. Firearms will have ammo difficulties early on even if you can get the guns. If a soldier uses rifle, weaponmastery, whatever submastery I use for bayonets, and throwing he's still two skills ahead of a warrior or mage. I'll think about it.

Discussion

BucketMan: That could make for an interesting world. You might consider taking a look at Dragonball T. It's still under development, but it does a few of the things you're proposing:

Other misc thoughts:

Atarlost: I'll look into dragonball T. Taking your other points in order:

Modules/CODEX v3 (last edited 2006-12-01 07:05:28 by ppp-71-136-91-125)