Glory

A module based in a new fantasy world. Lots of favourite cliche fantasy stuff; angels, demons, dragons, etc. All uniques, dungeons and artifacts will be unique to this mod. Well okay, I might rip off a bunch of artifact names and lore, as long as they're vague and translateable enough.

Design

First of all; some priorities. These are the things that must be fixed as they annoy me to no end in other modules.

Charcter Growth

*Characters will start at level 10, and there will be no classes. (Maybe something like a class, but it would function as a subrace type effect and have little/no impact on growth.) You won't have to go through a starter dungeon before you feel like you're playing your character.

* My plan is this: Each level will grant the character X growth points and Y skill points. (Better names required for these.) So far I'm thinking 3/3 for this. The skills will be broken down into categories, such as magic, combat, stealth, etc. Not sure on the number of categories yet. I'll probably have to keep it small to allow for character variety in this system. Spending 1 growth point on a tree will increase the learning multiplier for each skill within that tree by .100. Skill points will be spent within trees. Therefore, character growth will be exponential. You could spend all your growth and skill on a single skill within a single tree and have that skill at 90 when you're at level 10. I'm hoping to make having a variety of skills essential enough that that won't be a popular choice however. And yes, you'll be able to make a stronger character in the long run by holding off on spending your skill points until after you increase your multipliers. However, again, I'm going to attempt to balance the game to make that very difficult. If I can't balance this aspect of the game well enough I'll be forced to scrap the whole system and make it differently. Maybe just with exponential skill points aquired. But I hope thats not necessary because that means a lot less thought and a lot more keystrokes. And yes, by level 100, a 'perfect' skill would be at . . . 30 x 300 9000. Ouch. Imagine having + 9000 swordmastery in tome. Of course, this would require going though the entire game with no skillpoints spent at all. I might make hitpoints only raised or primarily raised through a skill to help balance things.

Extremely primitive table idea:

Core

Combat

Other

Magic

Carrying

Accuracy

Stealth

Mana

HP

Damage

Blows

Destruction

Regeneration

Saving Throw

Insight (Auto ID and monster info learning)

Protection/Healing

Perception (Upper limit of light radius = cube root of this)

Combat Tricks (Higher skill enable more Use abilities learned via skill points as well.)

Critical Strikes

Enhancement

Yeah I know some of those don't fit all that well, but hey, it's a roguelike, nearly everything fits into combat >_>.

Spell wise I'm torn between Thaumaturgy style random spells in each school and Fury style learn-to-access magic. I'm also unsure how many categories I should have, I think I'd like a lot to make spellcasters require some tricky decisions about which elements to choose, but that will be very hard to balance. But highly variable and interesting as well.

Abilities I haven't thought about a whole lot yet. There are a lot of options. Various stances could go here (Equivelent to running/berzerker mode etc. would need to be learned.) Useable combat skills would end up here as well. I'm thinking everything should cost only 1 point but have skill/stat requirements. Ability to read scrolls/use wands etc. goes here too. Door bashing, lock picking, tunnelling, all these things could have skill/stat requirements to enable to help spread out skill use and avoid single tree syndrome.

More to be added later

Module Version

0.0.0

Need to learn how to code first. Or find a codemonkey to do it for me ;)

T-Engine version

3.0.Updatetheengineplease

Author

StormIock. Not that I've authored anything much yet.

Last update

Chatter

StormIock : Speak, and let there be discussion and criticism of my mad ravings!

BucketMan: Hmm. Looks like my last comment was lost in the diffs. Basically: You probably won't be able to find a code monkey. There are already a lot more module ideas than people writing modules. I'd suggest you learn the engine. Fortunately there are lots of people willing to help people learn, but you should probably download the latest alpha and start tinkering with it. Fully a third of the changes you've proposed could be implemented in a weekend. Some would require more effort, but as you learn the engine and find out how to do more things you might think up other changes you'd like to implement. So I'd suggest less planning, and more coding.

Stormlock : Yeah, the codemonkey thing was basically a joke. I've always wanted to learn how to write this stuff, and I got a week off ahead of me, so I'm gonna bury my nose and try to create some sort of bug ridden mess to torture anyone foolish enough to test it for me. _ I'm hoping the lack of clutter will make this easier to write as well. More unique crud to write up to make all the dungeons, but few monsters, items, and spells will be necessary. I'm also going to be taking out quite a few skills to make their abilities available only to artifacts. Such as Mimicry, Necromancy, and Summoning. Before I start writing anything up though, I need to plan out exactly how character progression is going to work. I added some thoguhts for that above.

Sirrocco: Just a bit of feedback on your skills system. Skill points are a form of permanent power. You get a certain amount and no more, the things that you can buy with them are not available through any other means, and they are of significant importance. With a resource like that, if there is a way to delay using htem until later and by so doing significantly increase efficiency, people will do it. People will figure out how to do it. It may require being both lucky and smart to birthscum and scheme their way through the first ten levels with no skill points invested, but they will do it. Once they've done it, then, that will give them a significant long-term advanage over characters who have not doen things like this, and that advantage will seriously deform any attempts to balance difficulties. As someone who has, perhaps, a bit more of this tendency than most (You see? You see? This is why I kill the ninja!) I would say that my technique for the game design you describe would be the following. I would hold off on spending skill points and skill mods until, say, about level 10. At that point, I'm weeping openly from the difficulty of having to suffer through the first 10 levels without any skills at all, and my trail is littered with the corpses of fallen ancestors, but that's okay. The pain is about to end. I pick a tree that will be able to carry me through midgame, and will be useful in endgame, but is not my primary focus. Some form of magic works well - it'll give me damage-dealing and utility abilities in the short term, and general utility in the long term. At this point, I sink all of my skill mods into magic. I get a mod of approximately +3.000 in my magic skills. At this point, I can either spend all of my skill points in the magic tree, making myself far more powerful than any other character of my level (or any of the available content) or I can spend just enough to make levelling to about 15 feasible, throwing in additional mods along the way, and *then* sink in all available skill points. Regardless, this initial efficiency (far greater actual skill for given level) then lets me get to a *much* higher level without spending any further points - 40 or 45, say - at which point I can sink everything I have into the melee combat tree (first mod, then skill) and suddenly become a tremendously potent swordsman, who still has a healthy pool of magical effects to back him up. Of course, if I'm really pushing things, I can again do the trick where I buff myself up just enough to finish levelling to 50, spending the mod points int he appropriate place, and yet again get much better efficiency on my skill. This gets even *worse* if it turns out that, say, going with pure melee is better than going with a hybrid (and in an exponential investment system like this, it might be difficult to keep it from doing just that.) In general, the exponential system (mod points times skill points) is going to make it quite difficult to balance, and the moderately counterintuitive "cripple yourself as a path to godlike power" aspect is going to make it even harder, especially if you like the idea of people stumbling on your game as the first angband (or even first TOME) variant they play. In a game system like this, the sort of character they will build will die inevitably to levels of difficulty that won't even challenge the sort of character I would build, and the reasons they con't compete won't even make sense to them unless they actually come to the wiki and hang out on your discussion boards and someone explains it.

Just think of this as perspective. You will have players who are crazier than you are.

That having been said, your concepts are intriguing, and I would like to subscribe to your newsletter.

Stormlock: Ah, exactly the kind of feedback I was hoping for. I suppose I was underestimating the craziness of people. I can think of two solutions; one is to make spending the skill points at each level mandatory. That's kind of clunky though and rules out any craziness at all. The other is to make everything start out at a higher mod relative to the impact of the mod increasing points. However, I'm going to have to test things out first, since I did put in a few balancing factors already. For example, HP will be gained primarily through a tree with no offensive abilities. Since there WILL be ranged monsters, that will make getting around without extra HP kind of impossible. Especially if you can't make use of things like tunneling without spending points in the same tree. Also, the game is going to start you off at level 10. I realized how gimped everyone would be (Not just people trying to save points) at the start of a game like this. I hope that will lower the impact of initial efficiency and make more important the impact of long term efficiency (Being able to focus on one tree until you REALLY need 2 or 3 or even all 4.) You've definitely pushed me over in my decision to make magic highly multi schooled though. If you need at least 2 different elements (And points in mana, mana regen, and hp) to use magic to get to level 20, then there won't be nearly as much of a problem with overpowering via a single focussed school. Obviously however, this all bears much testing by people both crazy as we are (I like trying to go through 60 of 99 quests in ToME before spending most of my points for maximum FF efficiency, and my favourite class in Fury is a Mutant Rohanknight Sorceror- poor starting out but theoretically a god lategame with enough +spellpower\mana\hp gear thrown on.) and people with saner minds.

Derakon: One way to deal with players who want to hold off on spending skill/mod points is to make mod points retroactively improve the stat based on how many skillpoints were dumped into it. For example, if you've invested 10 skillpoints into a skill, then if your modifier is .1 then you have 1 skillpoint; if you invest another mod point in to boost the modifier to .2, then you suddenly have 2 skillpoints, and so on. This removes all incentive for holding off on investing your skillpoints, which may or may not be desirable.

Modules/Glory (last edited 2007-09-04 16:10:49 by 207-171-180-101)