Sajberhippie
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My first project - D&D campaign, updated!
Okay, some serious changes in plans have been made. So, here's the "new" project:
=======================================
So, I'm making a minor campaign featuring a D&D-inspired system. I'll not say to much about the story, but a short introduction follows here:
When all communication from the small town Dylfrir suddenly stops, Count Herbrid the Couatl and the famous arcane archer Thin'taralai is sent to investigate. When they reach the town, they realize a tribe of goblinoids has taken the town and the surviving humans have been enslaved... But it seems there's more to it than just the blackbloods, since the druid of the lands speak of sightings of Drow, the dark elves.
Playing as at least three races, the player will see a story of diabolical rituals, righteous might, and of a struggle for survival and power.
Seriously though, I hope it will be enough decent so that people will want to finish it at least XD...
So far I'm pretty much finished with the planning, although much will probably change, and I've done a good part of the D&D system. I've completed a bunch of customs and more is coming every hour.
Features:
Right now I'm doing it on my own, but I'm just glad if someone wants to help or be part of the project
I'm really bad at cinematics, I don't know any jass, I can't do more advanced skinning than recoloring and probably removing weapons and such, and I'm worthless at terraining. Of course learning is a great thing, but if someone wants to do any of these things, just ask!
ZeroThirteen, I know you've offered to do terraining, but at that time, the map was an RPG, but if you're still interested, just tell me
P.S. Sorry if my English is a little bad, i'm a Swede. It should be understandable language though, I believe
Some pictures are up now. Not much to see yet though, especially since I haven't got many special models, icons or even decent terrain.
The old text, not important now:
Okay, some serious changes in plans have been made. So, here's the "new" project:
=======================================
Thin'Taralai said:It was a depressingly bad day. The autumn sky was dark and I was soaked by the constant rain that tore through mantle, skin, and flesh right into my heart. I could feel the bad news as tanglible as the constant wind on my teary eyes.
As usual, I was correct. Just when I reached the top of a hill, I could clearly see smoke in the distance. I crawled slowly back to the party, and even I could not move quiet in the puddles of mud covering the ground. Not that anyone would've heard through this wet wall, but it still disturbed me. This had to be the worst weather I'd seen in a decade.
I found the group covering under some pines, stood up, and approached them, knowing that they wouldn't have sat down without first checking the area for ambushes. I was rarely uncomfortable when around the Couatl. When he saw me coming, he rose to his feet and greeted me.
- So, did you see anything? the tall man said. As so many times before, his soft calm did wonders to my usually tense nerves.
- Yes, I did. If my eyes weren't mistaken, and you know they rarely are, Dylfrir is no more. I don't know the cause or the potential of survivors though. It's maybe three leages to the north-northeast from here.
- Then let's make haste. We can reach the town within just a few hours, provided the weather isn't worsening. He reached for his pack and made a sign to the others to get ready.
- Could it get worse than this? I asked with a smile, and ordered two scouts to take the lead with me.
So, I'm making a minor campaign featuring a D&D-inspired system. I'll not say to much about the story, but a short introduction follows here:
When all communication from the small town Dylfrir suddenly stops, Count Herbrid the Couatl and the famous arcane archer Thin'taralai is sent to investigate. When they reach the town, they realize a tribe of goblinoids has taken the town and the surviving humans have been enslaved... But it seems there's more to it than just the blackbloods, since the druid of the lands speak of sightings of Drow, the dark elves.
Playing as at least three races, the player will see a story of diabolical rituals, righteous might, and of a struggle for survival and power.
Seriously though, I hope it will be enough decent so that people will want to finish it at least XD...
So far I'm pretty much finished with the planning, although much will probably change, and I've done a good part of the D&D system. I've completed a bunch of customs and more is coming every hour.
Features:
- All units have ability scores, aka attributes - All units are heroes, though I haven't decided if all should be able to level yet.
- Small, intense fights is my goal rather than large armies marching towards each other, however, this may be changed and I might even do two versions since it won't be a big difference.
- Tactics will matter - A combination of different units will be better than in melee maps, since upgrades won't play such a big part. While damage types will matter less, all units will have special abilities, ranging from weapon focus to summoning spheres of darkness. Even commoners may get special abilities.
- All units will use items - Instead of upgrades, you can research the ability to create better weapons and armor.
- A rest system - Some skills may only be used once per day, for example, and then you must rest. Also, your life regeneration is very low unless you rest and your mana won't recover at all without a slumber.
- A class system - Straight from D&D. A unit has a class and gains attack speed, hit points and so on depending on his level in the class.
- A D&D feeling - While none of the features are spectacular in themselves, I'm working hard to create a true D&D feeling. A combination of simple features will hopefull make a great map.
Right now I'm doing it on my own, but I'm just glad if someone wants to help or be part of the project
I'm really bad at cinematics, I don't know any jass, I can't do more advanced skinning than recoloring and probably removing weapons and such, and I'm worthless at terraining. Of course learning is a great thing, but if someone wants to do any of these things, just ask!
ZeroThirteen, I know you've offered to do terraining, but at that time, the map was an RPG, but if you're still interested, just tell me
P.S. Sorry if my English is a little bad, i'm a Swede. It should be understandable language though, I believe
Some pictures are up now. Not much to see yet though, especially since I haven't got many special models, icons or even decent terrain.
The old text, not important now:
So, I'm working on creating a bunch of heroes based on some of the D&D prestige classes. For those of you who do not know, D&D is short for Dungeons and Dragons, the pen and paper roleplaying game ("one dice-based roleplaying system to rule them all"). The heroes will be balanced for melee games and should be fully implementable in common melee maps, though some may be useful for RPG's and other stuff too.
I'm writing this here to keep me from tireing of it XD I'm quite a chaotic good bard that often start new projects which never get finished.
Also, except for the heroes themselves, I'm inventing a simple alignment system, also based on D&D. All units have an alignment, a moral compass. It's normally invisible. However, as the alignments are true forces of nature (embodied in such good beings as archons and angels and such evil creatures as blue dragons and devils), a certain few abilities are affected by them. Right now, the only ones I have in mind implementing are Smite Good and Detect Alignment, both on the dreaded Blackguard.
As an extra feature, I will also have a simple implementation of D&D's bonus spells. In D&D, you can cast a certain number of spells per day, instead of having mana. At first level, a wizard normally can cast 4 spells per day. However, if his intelligence is at least 12, he can cast one extra, and if it is 20 (though that is normally impossible at level 1) he can cast two extra. While I'm not gonna have spells/day. However, I will make the spells they cast (not all abilities, just a certain special amount of actual spells) have a certain intelligence-based chance of skipping the cooldown. Basically, after 1/4 their cooldown, they have a chance equal to Intelligence/Cooldown to skip the rest. For example, Spider Hand has a 60 second cooldown. After 15 seconds, a caster with 19 intelligence has a 19/60 (about 30%) chance of skipping the rest of the cooldown.
I just realized, on the part above, that reseting cooldowns seem only possible for ALL cooldowns. Is there a way to reset only a specific cooldown? Although I don't know Jass, I'm pretty smart (i think) and probably could understand how to implement a certain code should I get it...
So, the system is ready to be thrown up on the web, just a few minor tweaks and graphicals bug left to correct? Not excactly. In fact, I've only finished a single hero. Almost. He's got one skill left, and some more serious changes to one he has.
The heroes I have in mind right now are the following:
The Vermin Lord - From the Book of Vile Darkness, he prefers the thrill of spiders crawling on his back and beetles living in his mouth to the warm touch of a human being. However, my version isn't very likely to be evil. The vermin lord is in fact much like a druid, just that he prefers scorpions to wolves, and I see no evil in that. It's an agility-based hero (none of my heroes will be intelligence-based, intelligence has it's own merits though). This is the almost finished hero, and he's got the following abilities:
Spellcasting - A vermin lord has knowledge of druidic magic, and can cast the following spells (these can get bonus spells as noted above, and they are nearly finished):
1st level - Eyes of the Moth: This spell actually has nothing to do with D&D, just needed a filler. It's kind of a sentinel-lookalike, that sends a moth to a destructible to spy for the vermin lord.
2nd level - Giant Vermin: The vermin lord takes a random bug from his clothes and magically enlarges it to several times it size. Summons a beetle, scorpion, or spider (each have equal chance of spawning). With a higher level of Swarm Armor, their abilities increase slightly.
3rd level - Spider Hand: The vermin lord rips of his own hand, that turns into a spider that climbs the target. It webs and bites him, slowing and dealing damage. However, ripping off one's own hand isn't painless, and it deals 50 damage as well as slows attack speed by 80% to the vermin lord.
Swarm Armor: Thousands of insects constantly crawl over the vermin lord, working as good as any real armor. Gives a bonus to armor class, and provides the vermin lord with a good amount of bugs for the Giant Vermin spell. This ability is finished.
Blood Drain: With the mandibles that begin to protrude from the vermin lord, he can grab and suck the life out of his enemies. While grappling an enemy, they are stunned (the spell is kind of a channeling spell), and lose life over time. This ability isn't finished.
Spew Vermin (Ultimate): From the mouth of the vermin lord rolls a carpet of scorpions out, eating and tearing away anything in their path. This spell is kind of like a mix between Tornado and Locust Swarm. This ability is finished.
Blackguard - The blackguard may be a tyrannical conqueror, a fallen paladin, or simply an evil fighter that has somehow been chosen by the dark powers. He is the antithesis of good and righteous, and has a soul blacker than the plane of shadows. A great warrior with dirty tactics, that also has an affinity for black magic. He's strength-based, and has the following abilities:
Spell-casting - The blackguard knows a small amount of spells. I'm not sure excactly what spells I will use, but these seem likely (these will get the bonus spells mentioned above):
1st level - Bane: All enemies within a certain radius gets a damage penalty. Duration based on intelligence.
2nd level - Know Alignment: Shows the alignment of all nearby creatures. Range based on intelligence.
3rd level - Darkness: Summons a globe of darkness, that impairs vision. Duration based on intelligence.
Smite Good: A single attack that severely hurts the very soul of good beings. It deals extra damage based on character and skill level, but only works against good units. If one doesn't have Know Alignment, it's a bit risky, but generally, night elves tend to be good, and a fair deal of humans are good too.
Sneak Attack: Don't get a blackguard behind your back. This is a passive that increases the damage against anyone that isn't focused at the blackguard, based on agility.
Fiendish Servant: I'm quite unsure of this ability. In D&D, it does the following:
Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him.
Note: Fiendish is a variant of the creature that hails from the Abyss or the Nine Hells. It's basically intelligent, evil, and has some small supernatural abilities.
The only viable options here would be Raven or Horse. If horse, it will probably be a permanent change that gives him a horse (logic!) and increases movement speed, and maybe also gives a bit of evasion. If raven, it will be a locust-clone with only one summon (which is the raven) and about infinite duration.
Shifter - A druid focusing in shifting to other forms. Many shifters would state that any of their shapes is but one nuance of their soul, including their natural shape. It's a hero wich is normally agility-based (although this may change!) and the abilities I've come up with so far is:
Spellcasting - A shifter has druidic spellcasting. They are centered on healing and growth (as usual, spells can get bonus castings).
1st level - Eyes of the Night: Gives ultravision basically.
Wolf Form - Transforms the shifter into a wolf. While in wolf-form, she cannot cast spells (though she can use other shape-shifts). The wolf has Shadow-meld, Scent (true sight, that is), high agility, and has high movement speed.
Bear Form - Transforms the shifter into a bear. While in bear-form, she cannot cast spells (though she can use other shape-shifts). The bear is strength-based and has high strength, and somewhat higher movement speed.
Dragon Form (Ultimate) - Transforms the shifter into a red dragon. The dragon has high strength and is strength-based, flies, and has high movement speed. It can breathe fire. This is the only form that is gonna be time-limited.
I know that it could be hard to have as many shape-shifts, but I'm gonna base them on summoning skills instead of real shape-shifting skills.
These are the one that I've come up with so far. I've also got some ideas for the Demonologist, The Thrall of Graz'zt, Hierophant, and Pale Master.
Feel free to give suggestions
I'm writing this here to keep me from tireing of it XD I'm quite a chaotic good bard that often start new projects which never get finished.
Also, except for the heroes themselves, I'm inventing a simple alignment system, also based on D&D. All units have an alignment, a moral compass. It's normally invisible. However, as the alignments are true forces of nature (embodied in such good beings as archons and angels and such evil creatures as blue dragons and devils), a certain few abilities are affected by them. Right now, the only ones I have in mind implementing are Smite Good and Detect Alignment, both on the dreaded Blackguard.
As an extra feature, I will also have a simple implementation of D&D's bonus spells. In D&D, you can cast a certain number of spells per day, instead of having mana. At first level, a wizard normally can cast 4 spells per day. However, if his intelligence is at least 12, he can cast one extra, and if it is 20 (though that is normally impossible at level 1) he can cast two extra. While I'm not gonna have spells/day. However, I will make the spells they cast (not all abilities, just a certain special amount of actual spells) have a certain intelligence-based chance of skipping the cooldown. Basically, after 1/4 their cooldown, they have a chance equal to Intelligence/Cooldown to skip the rest. For example, Spider Hand has a 60 second cooldown. After 15 seconds, a caster with 19 intelligence has a 19/60 (about 30%) chance of skipping the rest of the cooldown.
I just realized, on the part above, that reseting cooldowns seem only possible for ALL cooldowns. Is there a way to reset only a specific cooldown? Although I don't know Jass, I'm pretty smart (i think) and probably could understand how to implement a certain code should I get it...
So, the system is ready to be thrown up on the web, just a few minor tweaks and graphicals bug left to correct? Not excactly. In fact, I've only finished a single hero. Almost. He's got one skill left, and some more serious changes to one he has.
The heroes I have in mind right now are the following:
The Vermin Lord - From the Book of Vile Darkness, he prefers the thrill of spiders crawling on his back and beetles living in his mouth to the warm touch of a human being. However, my version isn't very likely to be evil. The vermin lord is in fact much like a druid, just that he prefers scorpions to wolves, and I see no evil in that. It's an agility-based hero (none of my heroes will be intelligence-based, intelligence has it's own merits though). This is the almost finished hero, and he's got the following abilities:
Spellcasting - A vermin lord has knowledge of druidic magic, and can cast the following spells (these can get bonus spells as noted above, and they are nearly finished):
1st level - Eyes of the Moth: This spell actually has nothing to do with D&D, just needed a filler. It's kind of a sentinel-lookalike, that sends a moth to a destructible to spy for the vermin lord.
2nd level - Giant Vermin: The vermin lord takes a random bug from his clothes and magically enlarges it to several times it size. Summons a beetle, scorpion, or spider (each have equal chance of spawning). With a higher level of Swarm Armor, their abilities increase slightly.
3rd level - Spider Hand: The vermin lord rips of his own hand, that turns into a spider that climbs the target. It webs and bites him, slowing and dealing damage. However, ripping off one's own hand isn't painless, and it deals 50 damage as well as slows attack speed by 80% to the vermin lord.
Swarm Armor: Thousands of insects constantly crawl over the vermin lord, working as good as any real armor. Gives a bonus to armor class, and provides the vermin lord with a good amount of bugs for the Giant Vermin spell. This ability is finished.
Blood Drain: With the mandibles that begin to protrude from the vermin lord, he can grab and suck the life out of his enemies. While grappling an enemy, they are stunned (the spell is kind of a channeling spell), and lose life over time. This ability isn't finished.
Spew Vermin (Ultimate): From the mouth of the vermin lord rolls a carpet of scorpions out, eating and tearing away anything in their path. This spell is kind of like a mix between Tornado and Locust Swarm. This ability is finished.
Blackguard - The blackguard may be a tyrannical conqueror, a fallen paladin, or simply an evil fighter that has somehow been chosen by the dark powers. He is the antithesis of good and righteous, and has a soul blacker than the plane of shadows. A great warrior with dirty tactics, that also has an affinity for black magic. He's strength-based, and has the following abilities:
Spell-casting - The blackguard knows a small amount of spells. I'm not sure excactly what spells I will use, but these seem likely (these will get the bonus spells mentioned above):
1st level - Bane: All enemies within a certain radius gets a damage penalty. Duration based on intelligence.
2nd level - Know Alignment: Shows the alignment of all nearby creatures. Range based on intelligence.
3rd level - Darkness: Summons a globe of darkness, that impairs vision. Duration based on intelligence.
Smite Good: A single attack that severely hurts the very soul of good beings. It deals extra damage based on character and skill level, but only works against good units. If one doesn't have Know Alignment, it's a bit risky, but generally, night elves tend to be good, and a fair deal of humans are good too.
Sneak Attack: Don't get a blackguard behind your back. This is a passive that increases the damage against anyone that isn't focused at the blackguard, based on agility.
Fiendish Servant: I'm quite unsure of this ability. In D&D, it does the following:
Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him.
Note: Fiendish is a variant of the creature that hails from the Abyss or the Nine Hells. It's basically intelligent, evil, and has some small supernatural abilities.
The only viable options here would be Raven or Horse. If horse, it will probably be a permanent change that gives him a horse (logic!) and increases movement speed, and maybe also gives a bit of evasion. If raven, it will be a locust-clone with only one summon (which is the raven) and about infinite duration.
Shifter - A druid focusing in shifting to other forms. Many shifters would state that any of their shapes is but one nuance of their soul, including their natural shape. It's a hero wich is normally agility-based (although this may change!) and the abilities I've come up with so far is:
Spellcasting - A shifter has druidic spellcasting. They are centered on healing and growth (as usual, spells can get bonus castings).
1st level - Eyes of the Night: Gives ultravision basically.
Wolf Form - Transforms the shifter into a wolf. While in wolf-form, she cannot cast spells (though she can use other shape-shifts). The wolf has Shadow-meld, Scent (true sight, that is), high agility, and has high movement speed.
Bear Form - Transforms the shifter into a bear. While in bear-form, she cannot cast spells (though she can use other shape-shifts). The bear is strength-based and has high strength, and somewhat higher movement speed.
Dragon Form (Ultimate) - Transforms the shifter into a red dragon. The dragon has high strength and is strength-based, flies, and has high movement speed. It can breathe fire. This is the only form that is gonna be time-limited.
I know that it could be hard to have as many shape-shifts, but I'm gonna base them on summoning skills instead of real shape-shifting skills.
These are the one that I've come up with so far. I've also got some ideas for the Demonologist, The Thrall of Graz'zt, Hierophant, and Pale Master.
Feel free to give suggestions