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@FiXato
Last active December 15, 2015 14:09
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Generic RPG notes based on previous RPGs I've played throughout the years. Things I liked or didn't like in those games, as well as notes of what I might implement in a game of my own.

Battle System:

These ideas probably will require quite a rewrite of the current battle system. It'll probably be left for last. Weapons will need several notetags I guess:

Notetags

  • weapon:melee
  • weapon:ranged
  • weapon:rangedmelee (spear)
  • shield:bashable

Who/what can attack who/what?

  • Melee can't attack Flying
  • Melee can counter Flying attacks
  • Ranged can attack Flying
  • Magic can attack Flying
  • Flying is extra vulnerable to parry/counter
  • Flying usually has a lower magic def?
  • Flying can attack Flying
  • Flying creatures can't block (they are too busy keeping themselves in the air)
  • Flying Ranged creatures are more vulnerable to ranged weapons or magic?

Battle Choices

  • Block:

    • No attack opportunity
    • Absorb: 75% chance to absorb x% of the damage
    • Parry: 0%
    • Counter: 0%
  • Parry:

    • No attack opportunity
    • Absorb: 0% chance to absorb x% of the damage
    • Parry: 60% to parry the attack and make the enemy miss
    • Counter: 25% chance to counter the attack; making the enemy miss and doing x% damage of your regular attack to the enemy
  • Counter:

    • No attack opportunity
    • Absorb: 0% chance to absorb x% of the damage
    • Parry: 25% to parry the attack and make the enemy miss
    • Counter: 40% chance to counter the attack; making the enemy miss and doing x% damage of your regular attack to the enemy
  • Fight:

    • Normal attack opportunity
    • Absorb: 20% chance to absorb x% of the damage
    • Parry: 10% to parry the attack and make the enemy miss
    • Counter: 5% chance to counter the attack; making the enemy miss and doing x% damage of your regular attack to the enemy
  • Magic:

    • Same percentages as fighting, but taking magic defence into account
  • Skill:

    • Similar to Fight (and/or Magic), but with more powerful attacks.
  • Bash:

    • If you have a strong shield, you could perhaps get the Bash option
    • Chance to confuse the enemy
    • Big chance to miss and get confused yourself

D&D ideas:

  • Piercing / Slashing / Crushing

Humanoids

Equipment they wear

  • the weapons they fight with
  • the armour (body armour, helmet, shield) (though this would be marked as broken or damaged; you hit it heavily of course to be able to kill them!) (unless you only used magic?)
  • boots

Items they carry

  • gold
  • accessories
  • potions

Animals

Bodyparts

  • (bat/bear)claws
  • batwings
  • talons
  • bunny feet
  • feathers
  • pelts/furs/hides (sell to leathermaker)
  • fox tail
  • frog poison pouch
  • sticky mucus
  • (Dragon/reptilian) scales
  • (snake) teeth
  • ink? (squids?)
  • meat

Miscellaneous

  • Slimes might drop slimed items (slimes are known to absorb things)
  • Dragons hoard all sort of valuables
  • fish can 'carry' rings or other (small) items that were lost at sea

Creatures that can carry gold:

  • Humanoids
  • Dragons
  • Monkeys

Ideas

Fatigue:

  • Allow characters to get tired
  • Recover by resting
  • Battles and spells have a bigger impact on fatigue
  • Energy drinks can give temporary relief.
  • Certain items can reduce how fast you get tired

Steps counters:

  • The global steps counter that is already present:
    • Display it in the menu, below the Gold.
    • Do something special at x steps taken?
  • Per Character steps counter. Tie in with Fatigue.
  • Travel points
    • See if I can recreate the travel points from MUME.
    • Set a timer on walked areas so the system can't be games easily

Secrets counters:

  • Secret 'sub'areas trigger counters
  • Display x out of y secrets discovered on a map
  • List of discovered/undiscovered secrets at the end of the game?
  • Or perhaps as rumours in a pub?

Reputation

  • Each town or 'county' has its own reputation counter
  • Doing quests can improve your reputation
  • Failing quests or taking the wrong conversation choices can ruin your reputation
  • Reputation determines shop discounts (even negative ones)
  • Reputation determines which quests are available for you

Random

  • Script to optimise all equipment
  • Different currencies per regions, each with their own exchange rate(s)
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