Great catch. Thanks!
Looking forward of seeing more of this project. Keep it up!
@Thanatos challenge accepted!
After thinking about it for a while, I concluded that the paladin gives greater depth to the story than a fighter. In addition to keeping a class that uses heavy armor, I will also have a spellcaster with charisma.
Oh, and I added the drakorian as a playable race!
Of course all of this has delayed the third chapter, but I’m excited about where this is going.
Will it be possible to be a Spell Sword? As in a spell caster who just uses a sword, no shield, casts spells with his other hand? Better yet, enchants the sword?
@TheYaoiEmpire Thanks for the idea, I liked what I read about that homebrew class and its subclasses!
As for replacing the fighter, having instead a character that relies on Charisma and still uses heavy armor brings a wider scope of play possibilities. Being the obvious choice, the paladin also brings two interesting backgrounds (dark knight and holy warrior).
But since the game doesn’t have to obey D&D classes to the letter, I guess I could adapt the spellsword class to eventually replace the wizard evoker subclass (both rely on intelligence). I’ll have to think about how I could write it.
That would be awesome, when I play RPGs I always have a spellcaster/mage/wizard using a sword
It’s pretty short but seems very interesting so far, the combat in particular has potential I feel.
The subclass feature also has potential, it would be fun to develop from a relatively normal warrior or rogue into a fighter out of Princess Bride or The Three Musketeer.
In the last few weeks I’ve been reprogramming the whole combat and stats system and at the moment it’s very close to what I want for the final result:
I haven’t updated what’s available in Dashington because testing is complex and time consuming. All the subclasses will have spells and their own dynamics and that also adds a lot of work. Possibly I will work with only one subclass to finish part (or even all) of the story, adding the others later with their respective branches. I think it will be easier that way to make content available more quickly to get as much feedback as possible. But any suggestions are welcome.
Wow, this is an interesting one! I am really excited for this one! Keep up the hard work, Author-san! Thanks!
This project was on hold for a while as I was reviewing the game mechanics due to possible copyright issues. The game had a direct implementation of the rules of D&D, which was one of the motivations for this project. However, following the aforementioned thread, I decided to change those mechanics. As for the characters, world and story, they were entirely designed by me from the beginning.
I apologise in advance to those who were waiting for a game with a direct implementation of D&D rules, but I think it is more prudent to make these changes.
So after studying some tabletop RPG systems, and being inspired by some of them, I came up with a set of rules that I find interesting for several reasons:
- They can be applied to real board games;
- They are reusable in future projects;
- They can be used as is by any other author.
The rules are described below (I apologize in advance for the long post) and I welcome any feedback on them.
THE DARK ORDER GAME RULES
Note: You don’t need to know all these rules by heart to have a good playing and reading experience, however they can also serve as a basis for other adventures you may want to imagine and eventually write.
There are five personal stats, with values ranging from 1 to 20, that define your physical and mental abilities:
Dexterity - Represents reflexes, precision and agility, being important to physically hit the opponent in combat. It is also used to check if you can move silently, keep your balance or avoid obstacles.
Fortitude - Your physical condition regarding vitality, resilience and strength. This value is used, for example, to determine your resistance to harsh physical conditions and your ability to use heavy objects as well as other situations where strength is required. Your health points are based on your fortitude.
Intellect - Represents intelligence and the ability to learn, reason, remember, use logic and deduction and use formal education. A high value in this stat makes it easier for you to acquire new spells and skills, and helps with diplomacy.
Perception - Measures awareness and intuition. It determines your ability to notice and understand details and behaviors that are not obvious to others. For example, it can help you detect if someone is lying or to identify things that should not be in a certain place.
Willpower - The strength of your personality, which manifests itself in bravery, leadership and the ability to intimidate or inspire others. It also represents determination and inner strength, which powers spells and special abilities. Your magic points are based on your willpower.
At the start of the game each stat has 8 points and there is a pool of 23 points available to distribute among the stats as preferred, provided that initially each one does not exceed 15. Each point above 13 spends two points from the pool.
Health and Magic
Your physical integrity is measured in health points (HP). Whenever you are injured, the resulting damage is subtracted from your health points. If the number of health points reaches zero, you probably die and the game ends (although with the possibility of returning to a previous checkpoint). You can regain health points during the adventure, but these cannot exceed your maximum number of health points.
At the beginning of the game your maximum health points are set to the same value of your Fortitude. Every time you level up, the maximum health points are set to the current Fortitude plus half the Fortitude (rounded down) for each level above the first.
Your ability to cast spells is limited by your magic points (MP). Whenever you cast a spell, the cost of the spell is subtracted from your magic points. You cannot cast spells for which you do not have enough magic points. You can regain magic points during the adventure, but these cannot exceed your maximum number of magic points.
At the beginning of the game your maximum magic points are set to the same value of your Willpower. Every time you level up, the maximum magic points are set to the current Willpower plus half the Willpower (rounded down) for each level above the first.
Some choices or events involve testing one of your stats. This is performed by generating a random number between 1 and 20 (in a board game it is equivalent to rolling a 20-sided die). If that number is less than or equal to the stat being tested, then you are successful. Therefore, the higher a stat is, the more likely it will benefit you.
In all cases, the lower is the value of the roll of a 20-sided die, the better.
The successful use of weapons, items and spells is directly related to the study and training of their proper use. Thus, there are training points (TP) assigned to each item and spell, representing your ability to be effective with it. Throughout the game you can train the use of weapons and spells to increase the respective training points.
The maximum training points is 5 for each item or spell. You cannot use items or cast spells for which you have no training points.
Throughout the adventure you will encounter weapons that can be used against your foes. Each weapon has a damage value associated but may have Dexterity or Fortitude requirements to be used. In addition, it is necessary for you to have proper training to wield each type of weapon (see above).
You WILL engage in combat at least a few times during the adventure. Each character involved in a combat will attack in turn. Whenever a character physically attacks (e.g. with a weapon), it is necessary to check whether they hit the opponent and, if they do, the damage inflicted.
Calculating whether a strike was successful and the damage inflicted is done as follows:
A random number between 1 and 20 is generated (which is equivalent to rolling a 20-sided die):
If the roll is higher than the attacker’s dexterity, it’s a miss and no further calculations are made;
If the roll is equal to the attacker’s dexterity, it’s a critical hit;
If the roll is lower than the attacker’s dexterity and higher than the opponent’s armor value, it’s a normal hit;
If the roll is equal or lower than the opponent’s armor value, the attack is blocked and the damage is reduced;
The damage caused by a normal hit is the result of multiplying the weapon damage by the related training points, while a critical hit doubles that damage; if the attack is blocked, the opponent’s armor value is subtracted from the damage.
The player can choose one of five backgrounds: Dwarf, Elf, Halfling, Human and Drakorian. Eventually certain choices are only accessible to certain backgrounds. Each background gives an initial bonus to one of the stats and some specific skills.
There are four classes available to play, with specific spells and abilities: Paladin, Ranger, Rogue and Mage. All classes can use any type of weapon and armor but may be limited in the use of spells or being stealthy according to the equipment used. Each class has training in certain weapons, but the player can choose to train others.
I am starting to implement these rules so it may take a little longer to have a first draft available.
I personally don’t enjoy stories that are super gamey like this one but best of luck regardless
Enjoyed the demo. It will be helpful if you add save system, i accidentally refreshed the page and had to start all over again.
Ah I missed the demo. I tried back reading though and I do find the system to be plausible. Although it’ll be more interesting to make a more flexible system for D&D rules for roleplaying, I do see the limitations. Perhaps simplifying them by either removing or mixing a few elements can lessen the complexity whilst increasing versatility? Just so it wouldn’t be, as someone said, gamey.
When will you be able to plays as a Drakorian
Thanks to everyone for the input so far.
I am planning to add a save system, I’m just not sure how to do it yet. It will be the next step after the release of an updated demo, since it will be essential to test the game efficiently.
I am introducing a system close to the one described above, but I am giving more focus to the story and to roleplaying.
As for being gamey, I don’t see any problem there. This is Hosted Games, after all.
Tomorrow, I hope!
Man that huge wall of text rules will makes potential readers scared and run away. Tbh people read if games not for a very detailed role-play but for the experience of “choosing how the story goes”. Complicated rules will just hinder that experience.
roleplaying is the only good aspect of IF games, it’s not a game if there are no game elements.
The ability to choose how the story goes is game enough. Thats the root of interactive story afterall. Its exist before the stat systems from video games.
You are saying as if its not a game unless there is video game like systems
Never said anything about video game like systems. There are video games that lack video game like systems.
The ability to choose how a story goes and nothing else is base IF like opening an IF book and turning to a page. It has no player agency, there’s no choice that would make the player character matter to the person reading.
Online IF GAMES are games, not merely books. Having a lot of player choice is usually a positive thing.
If you want a regular IF book where choices are just choices I recommend Give Yourself Goosebumps, Diary of a Mad Mummy for an example.