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Post by Dragon451 on Jun 16, 2008 11:15:25 GMT -5
I feel that WC3 needs a new D&D map. Vuen's is nice, but it just feels lacking, especially with the gold drops. Enter Aero Dungeons and Dragons. DMs will be able to change terrain types and place unpathable terrain, as well as trees. Items will have random modifiers, held in triggers (Similar to Isles at War RPG). The main DM will be able to promote and demote sub-DMs at will. There will be a dungeon with random monsters and treasure when it starts up. It will be glorious. Comments/suggestions/help offers/ad hominem attacks are welcome. ;D ;D ;DOh, and welcome back, Squad ;D ;D ;D. Edit -- Actually, I need a better name then Aero D&D, there are enough silly gamenames without seeing "Add" on the list. Name suggestions are encouraged.
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Post by ScytaleIRAx on Jun 16, 2008 18:13:45 GMT -5
how about DDD Dragon's Dungeons and (more) Dragons? And then make sure to put an emphasis on cool fights vs dragons, such as giving them scripted spells and the like. I'll be happy to help however I can, but do not know much about DnD.
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Post by Setokaiva on Jun 17, 2008 8:01:26 GMT -5
i suggest you add instead of skills, add skill trees. make them like the build menu on workers, so that you click an icon, and a list of abilities pops up. you could have the Art of Fire and Art of Ice for wizards, for example. so they can access their different abilities. of course having so many spells translates to a massive barrage of abilities that no one can survive. which would be IMBA. but just a thought or just make an arcane spell book icon for the wizard so he can click it and use spells from there. before he can cast it he has to wait a little for the 'casting' time. and he has to have the appropriate level to cast that spell. clerics could also have their gods holy symbol to cast divine spells. same with paladins. If you REALLY want to get into the spirit, serving different deities will give you access to different abilities. check out the D&D novels for names of D&D gods, but heres a few. Tymora, Goddess of Luck Moander, The Darkbringer Tyr, The Even-Handed Il-mater, God of Suffering & Endurance Selune, She who Guides
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Post by Dragon451 on Jun 17, 2008 13:11:03 GMT -5
Good ideas, thanks, but I'd rather not have my name in the title, which I feel is tacky. Scripted fights are out, as this will be sorta like Vuen's D&D. where the DM player controls everything. I might do a feat system, and maybe dieties. Spellbooks with multiple spells can be set to have shared cooldown, so that the spells are not spammable. I plan to have standard abilities, with the option of buying skillbooks.
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Post by ScytaleIRAx on Jun 17, 2008 18:17:52 GMT -5
Something to consider is a way to make the armor system like dnd and not like war3 (where armor is a damage reduction value not percent). War3 has the hardened skin(maybe different name) skill that reduces damage like that. One thing that comes to mind right away is to make a skill each character has called 'armor' that is just that hardened skin thing, and has a variable level to reflect what items they are wearing... for example...
Armor lvl 0 - All damage reduced by 0. Armor lvl 1 - All damage reduced by 1. etc... A player puts on a robe with 1 armor, and this is shown in the normal war3 armor location with a green +1, like usual. Upon mouseover to that armor spot, it says damage reduction 0% still. Armor skill is improved to lvl 1.
Player removes that robe and loses the green +1. Still has 0% reduction, but Armor is now level 0.
I think that this deviation from war3 in how armor works is very important to the feel of a dnd-style game... then again the only dnd stuff i've played are rogue-likes(ADOM ftw).
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Post by Royce13 on Jun 17, 2008 19:49:19 GMT -5
sighs... how about... Heroes and Nooblets >..>
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Post by Dragon451 on Jun 18, 2008 6:54:30 GMT -5
Good idea with the armor, and I was already planning on implementing it. I am fairly certain that D&D armor simply reduces armor class, making the wearer harder to hit though.
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Post by Setokaiva on Jun 19, 2008 15:09:57 GMT -5
im not really certain on how the armor class stuff works, but armor class is basically how protected you are. the more you have, the less you get hit. what isn't defined is how HARD you get hit. that hardened skin idea could work... especially considering the flawed system for heavy armor = more AC these days. in D&D, wearing the best armor possible will reduce your chances of getting hit. it shouldn't do that. heavy armor should absorb damage, not avoid it. you cant maneuver very well wearing a suit of full plate. On the other hand, you can dodge and move around with ease in flexible armor like leather. so maybe lighter armors could give some kind of 'evasion' rate, while heavy armors can give damage soak? just a thought. 'Keen' weapons have increased critical rate too, maybe put that in. and if you put Magic Missile in as a spell, make sure you use the projectile art from the Dragonhawk Rider. That's the only projectile i know of that comes close to looking like D&D magic missiles. in case you're wondering, Magic Missile is a Level 1 spell that sends glowing blue orbs of energy at your target, slamming into them with perfect accuracy. no chance to miss, no saving throw. also you get one extra missile fired per 2 levels, up to a maximum of 5 missiles at level 9. each missile does 1d4+1 generic magic damage. i think i got that last part right... oh, and you can get an improved version at higher levels. its called Isaac's Lesser/Greater missile storm, and it sends big waves of magic missiles at multiple foes. on a side note, magic missiles CAN be blocked, but you need to cast a certain spell called 'Shield'. shield is another level 1 wizard spell that gives the caster +4 AC, and blocks all incoming Magic Missile attacks. nifty, eh? So anyway, there's a few ideas. i'll try to come up with some more later, perhaps...
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Post by compeasy on Jun 20, 2008 10:25:26 GMT -5
What abour DDD. dungens,dragons, n demons! or dungens dragons and danger! Or Dungens,dragons n dunces! Or it could be DnD dungens and no dragons..
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Post by FinalLegacy on Jun 20, 2008 10:34:43 GMT -5
when u guys starting?
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Post by ScytaleIRAx on Jun 20, 2008 19:14:05 GMT -5
lol like i said the only dnd knowledge i have is from roguelike games (google adom and try it if u dont know what roguelikes are.... u should also google an adom help guide cuz theres like 200 keystrokes to know so u can do everything), and in those games you have 2 different defenses, PV/DV. PV=protection. its a raw damage reduction, if u have 5 protection and take 10 damage you lose 5 hp. DV=defense. this is an evasion of sorts where u dodge or the enemy misses or w/e, i dont know how its calculated.
You have a damage and hit rating as well, which corresponds to PV/DV, but for your attack, so...
damage is in the form XdY + Z and is pretty straight forward.. if u hit, u 'roll' X Y-sided dice and add Z to it.
hit is a constant +X value and works in tandem with the enemies DV. Again, i dont know the exact calculation for it but it would seem that if you have +10hit and the enemy has 10 dv, its the same as 0 vs 0.
So i guess what im saying here is it would be cool if you can have a 2-tiered defense system like this where you can dodge or absorb. There should, however, be 3 types of armor. A neutral armor with low PV and low DV that mages would use (robes and such), a dodge-y armor for agile classes that has almost no PV but good DV, and heavy armor with 0 (or less) DV and huge PV.
Heavy armor in adom is killable because some attacks ignore armor, and theres several different effects possible when you 'crit', more damage, bleeding, or ignoring armor and things like that. Also, spells do not calculate based off of armor.
Sorry if this was confusing at all, if u need me to clarify anything plz just say so. If you want help doing it, like i said i'll be happy to contribute. There is a DnD map out somewhere i played once that had a weapon damage system similar to what i just explained. It may help to look at that to see how they did it, but I dont have the map on this computer... I can probably dig it up from my old desktop though.
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Post by Dragon451 on Jun 20, 2008 20:22:00 GMT -5
As much as I enjoy roguelike games, and complicated maps, such complex triggering is outside the scope of this map. Raw damage absorption is easy, and I'll most likely include that. I'd rather not include evasion in armor though, as it conflicts with hero evasion. I could technically base the armor off of D&D,but I'm pretty sure that if I allowed hit or miss rolls based on armor and stats that I'd have to manually trigger all attacks and damage delt. Possible, but it would take a long time, and people on Battle.Net generally enjoy simpler maps, with minimal hard to calculate things. Plus, I'm lazy.
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Post by ScytaleIRAx on Jun 22, 2008 13:42:31 GMT -5
understandable. i'm pretty sure theres already a dnd map that has those evasion rolls in it anyway
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Post by Setokaiva on Jun 23, 2008 14:33:02 GMT -5
yes scy there is, and its called D&D World: Calim River. if you're interested, you can find it at www.epicwar.com
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Post by computereasy on Jun 23, 2008 16:26:37 GMT -5
Seto is that DnD rping? and Dragon is your game going to be a rping game
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