So I'm working on reviving my dice based dark souls adventure, this time with less mechanics that are under the table or not directly advertised to the player, which means with showing players all the mechanics for the battles at hand in the OP.
Currently working on getting a grid for better ability to show off the world and where you are, so players can make more informed decisions. Here is a quote of the previous rules, i'd like to get everything outlined, so lets talk about this.
Here is the old journey.
https://soulswiki.forumotion.com/t12316-you-are-a-deprived-warrior
Currently working on getting a grid for better ability to show off the world and where you are, so players can make more informed decisions. Here is a quote of the previous rules, i'd like to get everything outlined, so lets talk about this.
- A better explanation of the rules of this game:
- You can carry 5 consumable items on you, not including your Estus Flask.
- You may carry 4 rings, 2 equiped, 2 in your inventory.
- You may carry 4 weapons/shields, all must be currently equipped. You will always use an item in the appropriate hand. Unless you indicate interest in doing otherwise.
- You can only hold clothing you currently are wearing.
- Being Hollow reduces your defensive attributes by 50%, not including dodge and parry rate.
- You can carry 5 consumable items on you, not including your Estus Flask.
- Stats and what they do:
- Vitality will still increase your total HP. unchanged in function.
- Endurance will increase your stamina, Stamina now effects dodging, parrying, and in conjunction to your shield quality, what types of attacks you can block, or even parry.
- Attunement still has the same functionality. However additional attunement is attained at 65, 82, and 99.
- Strength will have minor/major effects on events that I deem to be strength related, and doubles as it's still intact function of what weapons one may or may not use.
- Dexterity will have minor/major effects on events that I deem to be dexterity related, and doubled as it's still intact function of what weapons one may or may not use.
- Resistance dictates what Pyromancies are available to a character.
- Intelligience dictates what spells are available to the hero, is also has an invisible modifier on how much about the souls world our hero will just naturally understand, although this rarely will actually effect what you are capable of.
- Faith dictates what spells are available to the hero.
- Vitality will still increase your total HP. unchanged in function.
- Defensive Gameplay Functions:
Defense increases your chance to completely nullify damage. all or nothing. if You have 612 physical defense, you have a 61.2% chance to nullify all incoming damage. Please note, in this system, the Blue Tearstone Ring is useful. Defense has an 800 point cap, as otherwise this stat could get above 1000, which in this system would result in god mode.
Stamina effects your capacity to do the following.- Dodge: 0.1% more of a chance per point.
- 25-50% weight rolls get a 0.05% more chance per point.
- Fat Rolls get a 0.03% more chance per point, and a 20% boost from the dodge command.
- Selecting the dodge command usually gives a 40% increase.
- The DWGR multiplies your dodge chance by 2.
- The Grass Crest Shield multiplies your dodge chance by 1.1
- The MoC muliplies your dodge chance by 1.2
- The Cloranthy Ring multiplies your dodge chance by 1.25
- The highest possible dodge chance is 50.1%, unless I missed something. If I missed anything, dodge chance will cap at 50.1%
Parries are twice as likely to succeed as dodges, but can only be used 3 times per combat engagement, or 3 times per 10 combat actions; whichever event happens -last-.
Partial Parries block 50% of all incoming damage, and are twice as likely as parries.
In conclusion, once your dodge rate is above 25%, you will always at least partial parry.
During Backstabs and Ripostes, you take 90% less damage.
When blocking, all damage is reduced to whatever the single digit value was; unless you were not capable of blocking the blow.- Dodge: 0.1% more of a chance per point.
- invasion mechanics:
- When human, I will be rolling an invisible die, if it rolls a 1, you will be invaded by an area specific invader, whom will wear pre-designated gear that i have selected based on the area. NPC invaders still exist.
- The white soapstone, and other multiplayer items:
- When the white soapstone is received, it will have a very different function based on the nature of this text game. The white soapstone is used to connect to a green "summons" symbol left by various NPC's. I've already picked out all 9 locations i intend to do this at. These green summons symbols will never expire, however they can only be attempted once; as failure results in the summons bearer dying, so they never send out another summons. These special battles will be difficult, but award the player with powerful spells or equipment. Entering a summons is not a blind trial run, you will receive a vague vision that indicates the basics of the battle, and it's reward.
The red soapstone can be used to force a encounter with an invading NPC. Red Soapstone battles are usually against much better armed opponents then the Red Eye Orb, as the opponents you're battling do so intentionally, rather then just being invaded by a jerk that wants blood.
The Red Eye Orb can be used an infinite amount of times in each area, however the first opponent you fight in any area is not randomized, and as such is liable to be stronger then anything my dice randomly throw together. Killing this first opponent of an area rewards you with additional prizes. Continued invasions in the area will face you against stock warriors that award 1 humanity for being slain.
White Soapstones will show up in your world occasionally. By using the summons stone Solaire will give you, you can summon these warriors to assist in battle.
There is 3 Red Soapstones in the world. You can view all the information about your opponents prior to summoning them. If slain the stones will not show back up. Consider them challenge fights.
- External Link to all spells included in this text game:
https://docs.google.com/document/d/1OBzUGVL9yvTO-19AfMz7eQ43BzHfRbKYKle6uDYnyUY/edit
Spell Prices are listed on all spells, but not all spells can be purchased.
- The Estus Flask:
A +0 Estus Flask Heals 100 HP. Every + to the flask increases this value by 50 points. The Estus Flask can go to +10, which is 600 HP total. However, a firekeeper soul can also be used to receive the firekeepers blessing, which bestows you with a X2 multiplier to healing from flasks until your next death. This makes max healing per flask 1200.
- Enemy Status indicators:
[UA] = Unaware. This enemy does not know of your current position, so is less likely to dodge, and very unlikely to attack.
[HA] = Height Advantage. Being below your enemy is a certain way to permit them to thrash you in any conflict.
[EHA] = Extreme Height Advantage. The enemy is so far above you that neither of you can safely engage in combat without ranged weapons.
[OOS] = Out of Sight. Neither of you have direct line of sight, but know each other exist.
[S] = Stunned. This effect shows up under certain circumstances, and represents any complete immobilization.
[D] = Disabled. The mob can still do combat, but has been hindered greatly in combat
Here is the old journey.
https://soulswiki.forumotion.com/t12316-you-are-a-deprived-warrior
Last edited by Rynn on Fri Oct 11, 2013 9:04 pm; edited 1 time in total