Feedback
Submitted by J.K.Mosher on Fri, 2012-02-03 11:52.
Design | Feedback
Okay, I've done some tweaking. Combined elements of
Rol(v1) and RoL(v2)for what i'm hoping is the final
incarnation, at least in regards to the basic rules,
and game flow.
Quick Points:
1) We have "Classes" called Disciplines.
These are pretty generic, give starting skill bonuses.
2)Conditions have returned from RoL(v1).
There is no scale, this time the Hero is either
Bleeding or not. All Conditions modify rolls, though
some modify more rolls then others.
3)Still no artwork . . . I'm working on it,
but currently I'm out of practice . . . I'm hoping
to include some black line drawings at least on the cover.
Submitted by crusader131 on Mon, 2011-10-24 22:57.
Feedback | Playtesting
My rules are nearing completion, so i'm ready for it to be playtested by someone not already familiar with the system.
I've had some success with my own group, but i've always been there to fill in the gaps as we play. This will be my chance to see if the game can stand on its own, without me there to babysit.
The spell list is mostly complete, it's plenty full for some testing, but more could be added.
The rules are all in one big word file, rather than split up between topics.
My biggest concerns,
Level Balance: Are end game characters balanced with each other, or does combat break down?
Submitted by crusader131 on Tue, 2011-09-06 02:43.
Feedback | Mechanics
I'm considering a system of magic that allows for multiple ways of evading harm.
1. Will~ Using your force of will and magical training, you can put up a defensive ward that is instinctive and simply moves the enemy spell around you, or makes it vanish entirely. This is the fluffy explanation of Magic Defense.
2. Agility~ Spells that take physical form, such as fireballs, can be evaded, blocked, dodged, etc.
3. Counter Spell~ Casting a spell that acts as a barrier or shield to absorb the damage instead of you.
The problem:
How to write it in. Do i segregate the defense types by their Magic School, or should it be treated on a spell-by-spell basis? Also, should it be done at all? Should i leave Will as the only magic defense and say Agility be left to physical defenses? Should counter spells be used only on your turn? Or perhaps make Counter Spell a skill that can be learned, like a Riposte?
Submitted by J.K.Mosher on Tue, 2011-08-09 20:31.
Design | Feedback
This is an INCOMPLETE DRAFT of what I have for
character creation. There is probably about 5 more pages
of info I am still working on, but in an effort to show I am working on this, I felt it worth while to post
what I have as I have it.
Pending on feedback, and any errors found I hope to finish
character creation by the end of the week, which then puts me into the hard part . . . Action resolution :)
Wish me luck :)
08/18/2011
Finished Character Creation (minus a character sheet)
(SurviveDraft2)
Still items to tweak, and spelling to correct, but
this should be it for character creation.
Submitted by J.K.Mosher on Mon, 2011-07-18 23:27.
Design | Feedback
Okay I haven't been as active as I would have liked these last several months, but the bug of creativity has gotten me again (though up here it could be a mosquito).
I was on 1km1kt.net reading the boards seeing what others have been upto when I noticed a post about Survival Games. Now these are not the Horror Survival/Apocalyptic Survival games, but a true RL survival style game.
This is an interesting idea, and I have dived into it.
Currently I am still in the development "phase", working on game mechanics. I have several ideas and the guys from 1km1kt have been a fountain of good advice and options.
Submitted by J.K.Mosher on Wed, 2011-07-13 21:20.
Feedback | Playtesting
A third module for the Story Arc version of RoL.
Focused on some of the military compaign you have
been forced to join.
Can really use some feed back as to how this
module plays, as I have had little time besides
trying to proof (which probably needs to be done again)
reading them for errors.
I plan on working a few more, so feed back on
how it plays, and what could be "tweaked" for the
series as a whole would be VERY VERY welcome :)
Enjoy.
J.
Submitted by crusader131 on Sat, 2011-04-09 01:43.
Design | Feedback
Each Trait increases your Attributes with each level your character gains. Don’t forget to add them each time your character Levels up. Some Traits grant abilities instead of Attribute bonuses. This is the core set of Traits, available to any Character Race. Individual races have their own additional traits which may be chosen instead, or mixed and matched to provide further individualized character concept.
Level 1
Well Fed +1 Vitality
Strong as an Ox +1 Strength
Hunter’s Path +1 Dexterity.
Bullied at School +1 Agility
Cunning as a Fox +1 Mind
Healer’s Heart +1 Will
Level 4
Submitted by crusader131 on Sat, 2011-04-09 01:40.
Feedback | Mechanics
On your copy of the Character Sheet write down your name in the blank space next to Player, then write down the name of your character in the blank space next to Name. Either choose a race from the available Races list, or invent your own, then write it down in the blank space next to Race. The default Race for Characters is Human. Pick your Character’s gender, male, female, asexual (robots, lizards, etc…), and write that down in the blank space next to Gender.
The blank space next to Class is for you to describe your Character’s role or occupation in the fantasy world you choose to play in. You can choose almost any role conceivable, warrior, wizard, priest, healer, hermit, traveler, tradesman, blacksmith, architect, ambassador, warlord, squire, assassin, pilot, farmer, miner… the options are virtually limitless. The only suggestion I would make is that you pick a role that is in some way realistic, that means you can’t play a god, a ghost, or some other thing that breaks the rules of nature in ways Player Characters weren’t meant to behave in the realm of mortals.
Submitted by J.K.Mosher on Sat, 2011-03-12 14:36.
Feedback | Playtesting
The second module for the Realms of Lore: Story Arc system.
This one follows directly after "the escape" module, and continues the same arc, but leads into a couple other possible arcs.
I am hoping to complete these addtional arcs with in the week, but kind of wondering if those of you who are trying this idea out really think it should be continued.
Any comments arewelcome. :)
Enjoy :)
J.
Submitted by J.K.Mosher on Mon, 2011-03-07 17:00.
Feedback | Playtesting
RoL:SA I hope gives an impression of a story arc.
This first module goes back to the start of RoL:Org,
with escaping corrupt city guards, but adds to it.
The Character starts in the dungeon, works his/her way
to the Market, and then finally ends up in the sewer.
I have a couple more of similar designs, that add
to this Arc. Will hopefully have them up in the next
week or so.
Enjoy. :)
J.
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