ToME: the Tales of Maj'Eyal

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PostPosted: Fri Jan 15, 2010 5:00 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Hello

Coming to fish some ideas :)
I'm implementing races and subraces currently, I've commited some to svn already:
*** Men
- Bree-man: a "lesser-man". Your common human, no special gift or abilities.
- Dunadan: descandant of the high men, they are stronger smarter and wiser. They possess the Gift of the Kings (over-time regeneration)
- Rohirrim: not yet implemented
- Beorning: not yet implemented

*** Elves
- Nandor: a sindar hailing from lorien or mirkwood. Less strength but more magical and dextrous. They possess the Gift of the Eldar (a temporary speed bonus)
- Half-Elf: not yet implemented
- Noldor: I'm not sure, there shouldnt be much if any noldors left on Middle-earth by t he fourth age no ?
- Avari: not yet implemented. Will probably start in the far east, and be one of the bad guys, fallen under the Istari rule.

*** Dwarves
- Dwarf: hailing from the grey mountains. A hardy, strong and willed people, albeit lacking in magic and dexterity. They possess the Resilience of the Dwarves (temporary armor and spell/physical resistance)

*** Hobbits
- Hobbits: hailing from the Shire. a hardy, dextrous, cunning and lucky people. They possess the Luck of the Little Folk (temporary critical chance increase for both spells and physical attacks)

Obviously this is incomplete and some more ideas are welcome. Hobbits and dwarves in particular need more work, while hobbits do have 3 subraces they are the exact same.

The "bad guys" races will come later, once the first half of the game is implemented (those will be some more subraces of men, elves, orcs, trolls, deathmolds and the likes).

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Fri Jan 15, 2010 5:05 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Forgot:
They'll be in this weekend's RFT.
Needed ideas are the various masteries bonuses/penalities, stats, life rating, ....

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Fri Jan 15, 2010 8:30 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Try this. Stats are as standard as are HD and Exp Penalty...

The School Bonus is the mastery multipllier and is additive to it, feel free to adjust as necessary. I am not sure how you calculate your saving throw versus spells, but have included an adjustment for it play with this - essentially I took the old Spirituality and made adjustments to it. So we have a high spell resist for hobbits and dwarves as per the Hobbit and LOTR... Hope this makes sense!

Human

STR 0
DEX 0
MAG 0
WIL 0
CUN 0
CON 0

HD 10
EXP PEN 0

Dunadain

STR +1
DEX +2
MAG +2
WIL +2
CUN +2
CON +2

HD 10
EXP PEN +80%

School Bonus
Weaponmastery .3
Archery .2
Magic .1
Magic-Device .1
Spell Resist .5

Half-Elf

STR 0
DEX +1
MAG +1
WIL +1
CUN +1
CON -1

HD 9
EXP PEN 10%

School Bonus
Weaponmastery .1
Archery .1
Magic .1
Magic-Device .1
Spell Resist .3

Elves

STR -1
DEX +1
MAG +2
WIL +2
CUN +2
CON -2

HD 8
EXP PEN 20%

School Bonus
Weaponmastery -1
Archery .3
Magic -.1
Magic-Device .1
Spell Resist .6

Hobbit

STR -2
DEX +3
MAG +1
WIL +2
CUN +2
CON +2

HD 7
EXP PEN 10%

School Bonus
Weaponmastery .1
Archery (Slings) .4
Magic -.1
Magic-Device .3
Spell Resist 1.9

Dwarf

STR +2
DEX -2
MAG -2
WIL +2
CUN +1
CON +2

HD 11
EXP PEN 25

School Bonus
Weaponmastery .2
Axemastery .2
Archery .1
Magic -.1
Magic-Device .2
Spell Resist 1.4

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Regards

Jon.


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PostPosted: Fri Jan 15, 2010 9:45 pm 
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Uruivellas

Joined: Wed Apr 28, 2004 2:08 am
Posts: 929
Location: Orange County, Ca
Quote:
fish some ideas
dwarves in particular need more work


Just a reminder of old plan: multiple starting locations for each race based on subrace. For example, dwarves can be divided into Blue mountain / Khazad-dum / Iron hills dwarves. Choice of starting location can be significant due to different regional quests, different shops, etc. even if there are no stat difference amongst them.


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PostPosted: Fri Jan 15, 2010 9:54 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
That's planned :)
Although subraces for the sake of more subraces is not interresting IMO but real ones will get their own birth places.
The current one (Rhudaur) is only meant for dunadan

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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