Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Dungeon Craft - RPG Game Maker
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 06-05-2004, 02:15 PM   #1
SilentThief
Symbol of Cyric
 
Burger Time Champion
Join Date: September 10, 2001
Location: USA
Age: 49
Posts: 1,301
(Those of you on yahoo saw this yesterday)

I think for the (for lack of better term) "hardcore" player, The
idea of choosing from, like 32 different character classes is what
they like (oh, and I have in this world I was putting together with
like 32 classes available); the specialist classes make for more
options available. I envision having different types of rule-sets
available that have different amounts of options. An example of this
would be like someone writes up the box set DND rules with classes
being fighter, cleric, thief, mage, dwarf, elf, ect... and someone
else doing the ADND 2nd edition with all the possible types of
classes (what, like 50??). People could then DownLoad the Rulesets
and create their own design using the different rulesets. I think
their should be some way of customizing the spell rules to different specialist and classes. The hardest specialists to create then would be the
Illusionist and the Psionicist, Illusionist being difficult because
there are no set fast rules for deciding what illusions work for
what.
Another ruleset issue is the ADND book "Players option: Combat
Tactics", and this goes into considerable detail over the many
optional rules available in ADND: Attacks of opportunity, shields
and shield frontage, critical hits and fumbles, fighting in unusual
conditions, ect. These "optional" rules can make the ADND game more
believable but in the PnP DnD they could bog down the pace of
combat. Now, with a kick-@## engine like DC, they could be done with
the computer taking on all the random rolls and decisions...
Yet another option is item saving throws (take a hit from a fireball
and see how good your potion of healing is...)

Now, the question is how easy or difficult the coding for the
ruleset customizing would be? We have all seen DC being built and we
continue to be amazed by what the spud does. Perhaps the idea of
customizable rulesets will be available in the future... have faith
in the Spud.

Oh, and another cool option would be the ability to check a box and
have the rules from wild magic (along with a customizable wild magic
table) applied to spells in the combat

more thinking out loud...
SilentThief
__________________
http://www.wilhelmscream.net/
SilentThief is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:55 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved