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PostSubject: Game Mechanics   Sat Oct 11, 2008 9:09 am

This server has game mechanics which have mostly been written from scratch to enhance the game for the player. They have been thought through and tested but that does not mean that there are still no hitches. It is also the feeling that things which are not earned are mostly meaningless, however, a sense of accomplishment should result in measurable growth. It is my hope, as creator, that the player enjoy the growth of their character and the experience while feeling that there is always more to see and do. It is a difficult balance to allow players a certain amount of control with difficulty while keeping things fresh, new, and challenging which is why I have established things as they are. Below are some of the main mechanics of the game which will give you, the player, a chance to see how things work and also a chance to offer a better solution while maintaining the original focus of the module which is players growing yet still being challenged and having plenty to do.





XP: The XP system is custom and as such, some areas will cease to yield XP once a certain level has been reached.

PvP: PvP requires player consent or DM monitoring. Keep in mind that a DM will not always be on to police via NPCs (which players cannot speak for, hence Non-PC) so actions taken in certain public places might end up in imprisonment or other penalties as the module assumes you were overtaken by the NPCs. Players can subdue (as in knock out cold) one another but it is only by mutual agreement that one be allowed to kill another and the subdual system must be set to 'death' by another PC (use the 'soul' item for details). Assassinations must be sanctioned by a DM and in that case, the assassin may kill the other player, not merely subdue. Also keep in mind that some people get physically nervous when it comes to PvP and therefore good etiquette would dictate asking before attacking (being pickpocketed or being in-character stalked is proper grounds and consent for PvP reactions so keep that in mind when undertaking such actions).

[Death: : Upon respawning from death you will enter another area and 10% of your on hand gold will be dropped on a corpse where you died (respawned). It will cost 5% of your XP to leave this area (levels 1-5 have no penalty). You may also wait for someone to raise your dead corpse (scrolls can be cast on the corpse you left behind) which circumvents the XP cost of respawning. You may also wait for a reset as well though that may be a while. Have respect for other people as they have worked hard for their things. On the flip side keep in mind that if you die someone else can get your money so don't complain if someone took it fair and square. If there are issues, take a screenshot and speak to a DM (my best advice would be not to die).

Dying: If you hit below 0 hitpoints (HP) you will begin to die. Every six seconds you will make a stabilization check. If you do not stabilize, you go down 1HP. If you reach over -9 you are dead. If you stabilize, you will gain 1HP per 6 seconds until your HP is at 1.

Resting: There are different kind of "Rests" on this server each allowing or limiting how often you may rest.
+Free Rest: This is for players level 5 and under. Every 20 minutes you may rest freely just about anywhere.
+Wayfire Rest: These rest areas are located throughout the wild and are considered a safe place for all who enter. Fighting other resters in these areas is extremely frowned upon in the Moonshaes. The delay between rests is based on PC level.
+Campsite Rest: This is different from a wayfire because it is created by the PC from an item in his/her inventory. The similarity is the delay between rests is based on PC level.
+Inn Rest: Resting in an inn allows the PC to rest without delays.
+Druid/Ranger Resting: PCs with 100% levels in Ranger or 90%+ levels in Druid may rest in the wild every twenty minutes. This is only allowed outdoors in natural areas.
+All Resting: When you rest you will be blinded and deaf to everything around you until you either cancel the rest or you have finished resting. Consider resting, not only a time to regain spells or feats, but as a period where you actually regain your composure. There is no such thing as OOC resting on this server.

Deities: For the sake of continuity, this server uses the Forgotten Realms Faerunian pantheon. A list of them can be found here:

http://en.wikipedia.org/wiki/List_of_Forgotten_Realms_deities

Keep in mind that they have alignment restrictions and most people within the FR (Forgotten Realms) setting do worship some deity but the devotion can waver from being very zealous to a loose connection with that deity (like a good luck charm). Though not directly involved in most scripts, Deities do have an impact on the way a player may be played. The Admins ask that deities and alignment be taken into consideration when role-playing. Since this is a roleplay server, a DM may either change your alignment, your deity, or both. Some spells do take deities into account.

Maps: Custom maps have been added that are unique to the server. A map may be purchased and used in most outdoor areas which is then stored onto the map itself. The description of the map tells the player which areas are stored on that map. The areas are then permanently stored there, even through resets. The map may be "used" to store areas 3 times a day (per rest period). Areas are revealed when entering the module. Players are encouraged to map out areas and even sell them to fellow players. Players are discouraged from merely dropping a well mapped map onto a newb because they are BFF. If it is removed from the player's inventory in the OOC entry it will be destroyed.

Dropping Items: When an item is dropped onto the floor there is a 3 minute delay until is is removed from the server. If it is placed in a placeable's inventory it will not be removed from the module. The same goes for creatures who die and drop items. They will be removed after 3 minutes.


Last edited by Admin on Wed Nov 03, 2010 9:17 am; edited 12 times in total (Reason for editing : sticky)
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PostSubject: Re: Game Mechanics   Sat Oct 25, 2008 2:36 am

Wizard Scroll Learning:

Wizards, being the scholarly types they are, are able to copy down scrolls from certain books they may find throughout the module. For sake of balance I allowed them to only be able to copy one scroll from a particular book and never again from the same book. This is a way for wizards to be able to research things in libraries and the like and feel as though they have earned things by actually searching for them. I would ask as Admin to not share the position of the books with other players, especially OOC. Some places will be much more obvious than others and all players will be able to buy the lower end spells from a store if they decide that all that traveling is not for them.

To copy a scroll you need blank scrolls and a quill & ink. The quill & ink is one set (widget) and the blank scrolls are just that. If you believe you've found a book you can copy, use the quill & ink widget on the book and you will begin the copy process. If the book is legit, your blank scroll will turn into a spell scroll which you can then learn the spell from.

The idea is not to give players a cheap way to get scrolls, though it is cheaper than buying them, but it's a way for PCs to be RP'd as actually growing and learning through the class.
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PostSubject: Re: Game Mechanics   Tue Dec 02, 2008 12:51 pm

Alcohol: All alcoholic beverages have some potency to them. If one drinks too many too fast, certain effects will come into play. Also, some drinks are stronger than others.
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PostSubject: Re: Game Mechanics   Thu Dec 04, 2008 8:51 am

Emotes: Emotes are available in game. Emotes must be used in the emote channel for them to work. The emote channel is /e (just like shout is /s or whisper is /w). Some emotes to keep in mind; chair - This will cause the player to look like they are sitting on a chair. Useful for sitting on things that have no other way to sit on. Cheer, rejoice, applaud Each of these use a different victory emote. The emotes can be in present or past tense (I sat, I sit, he sits).

Note: You can also use dice rolls using the emote commands. Example: /e d20 or *d20* will roll a d20 which will be spoken by your player. The dice you can use are d2, d3, d4, d6, d8, d10, d12, d20, & d100. To roll skills, type roll.SKILL For example, to do a hide check, type /e roll.hide The emote channel will find your skill points and roll a d20 doing all the work. You may also roll /e dm.roll.hide to only show the DMs your hide skill. Some skills are shortened to make things faster (ex. Knowledge Arcana is roll.arcana). This is also useful for players who are polymorphed and cannot use the soul widget.

If you would rather use chat emotes, you can use your soul widget to add that setting. Chat emotes use *'s (shift Cool. For example, *He went around the corner and sat* This would cause the player to sit down. If you do not want them on, turn them off with your soul item.


Last edited by Admin on Sat Aug 21, 2010 7:38 am; edited 1 time in total
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PostSubject: Re: Game Mechanics   Tue Mar 03, 2009 9:25 am

Jumping - At level one each player has the ability to jump. The distance one travels is based on their jump skill which includes their strength. Players can also jump from a ledge but may take damage as per the 3.5 rules of jumping down from a height.

Pickpocketing - A player who has 1+ ranks in pickpocket or sleight of hand will need to use the called feat called "Moonshae Pickpocket". It will appear in the player's class list of feats when they log in. Ranks may seem far below normal. This is used to offset certain mechanics and is not a cause for alarm. It is normal.

Open Lock Skill - A player who has 1+ ranks in Open Lock will need to use a lock-pick. They can be found while adventuring or in some stores. Ranks may seem far below normal. This is used to offset certain mechanics and is not a cause for alarm. It is normal.

Animal Empathy - A player who has 1+ ranks in Animal Empathy will need to use the called feat called "Moonshae Animal Empathy". It will appear in the player's class list of feats when they log in. Ranks may seem far below normal. This is used to offset certain mechanics and is not a cause for alarm. It is normal.


Last edited by Admin on Wed Mar 11, 2009 5:40 am; edited 1 time in total
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PostSubject: Re: Game Mechanics   Wed Mar 11, 2009 5:34 am

Pickpocketing has been expanded
PCs and NPCs alike will react to pickpocketing in different ways. They may call for the guards, attempt to grapple, or zap the eyes with a light spell causing blindness to the thief (this is set using your soul widget). In each case a guard will appear and attempt to bonk the thief on the head knocking the them unconscious and placing them in the city prison. 5% of the thief's gold is taken for fees and all the loot that was stolen off of others is placed in a chest. This chest is in the prison where the thief is locked up. They can attempt to pick their way out of their cell to the chest (careful, guards do patrol and will knock you out again, taking 5% more gold) or they can escape through the grate in their cell. If the thief does not leave the cell within a few minutes, the guard releases them back into the streets while their goods remain locked safely away never to be seen again.

Note: Whenever a thief fails a pickpocket attempt, they are spotted and recognized by the locals. As such, their infamy raises by 1. If the infamy reaches too high a level, most people in the city will not do business with the thief as they are recognized on sight and the guards will also be keeping an eye out ready to pounce with their hefty clubs. Best not to get caught.


Last edited by Admin on Sat Mar 28, 2009 12:08 pm; edited 1 time in total
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PostSubject: Re: Game Mechanics   Thu Mar 12, 2009 3:00 pm

Banking
Players may now store items and gold persistently in the new bank. To store gold, speak with one of the bankers at the desks, to store items, speak with the banker at the end of the hall. There is a 100 item limit for storage and no containers may be stored.

I hope to get player apartments up and running that would allow players to store stuff in their own place. It's a work in progress.

Thank Scarface for his Persistent Banking System.

If you like it, vote for him here
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PostSubject: Re: Game Mechanics   Sun Sep 20, 2009 11:29 pm

Languages: Different languages can be spoken ranging from orc to thieve's cant. Some classes receive these languages automatically (for example, druids speak druidic) and some languages are available for certain classes (the first you chose). You can choose 1 language for every intelligence modifier (not counting gear). There are two places to choose your languages from, the entry area (after reset) or the AFK area. The conversation will give the list of languages available.

If you want to speak these languages, use the soul item on yourself, choose misc>> and then choose the language you prefer to use. To speak the language, simply type /l (that is lowercase L) and the sentence you want to speak. All those who are close enough and can also speak the same language will receive a translation text floating over their head.
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PostSubject: Re: Game Mechanics   Sat Aug 21, 2010 7:57 am

Meta-Channels

Metachannels allow players to create their own party channel as well as choose who they want to join it. It doesn't have to be your party, it can be anyone you want to invite. You may also be in as many as you like. Each channel is also randomly colored so they all are different colors. This channel does uses the combat log.

"/m help" gives a list of commands you may use. They are also below. (/m.# is the channel number since you may be in more than one)

Create Meta-Channel: ex. /m.create
Invite to a Meta-Channel: ex. /m.1.invite.PLAYER_LOG_IN_NAME
Boot From Meta-Channel: ex. /m.13.boot.PLAYER_LOG_IN_NAME
Change Moderator: ex. /m.changemod
Send Meta-Channel Message: ex. /m.6 MESSAGE
Accept Meta-Channel Invite: ex. /m.accept.9
Leave Meta-Channel: ex. /m.leave.4
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PostSubject: Re: Game Mechanics   Thu Oct 21, 2010 1:21 pm

Weapon Changes:
-Trident
--Critical Threat Range 19-20 (normally only 20)
--Usable with shield

-Shortspear
--Usable with shield

N.B.
Exotic and Martial feats are only available to certain classes. Otherwise other classes will need to take individual feats for individual weapons.
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PostSubject: Re: Game Mechanics   Thu Oct 28, 2010 6:17 pm

Spell Crafted Items

This new addition is (in my opinion) a great one. Casting a spell on a scroll, magic potion, or blank wand will allow the crafter to choose what level he/she wants to make the spell. For example, at caster level 1, magic missile gives one missile; at caster level 3, two missiles; 5, three missiles, and so on to a max of five missiles. So as a level 9 caster, you can choose what level spell you want on your wand/scroll/potion from levels 1-9 letting YOU choose if you want one missile or five on a wand (which may also depend on your budget as cost goes up the higher the caster level).

Cost: The cost of the item is its gold item value. Basically, the game creates the item, checks how much it will cost, and relays the cost to you via the crafting conversation. An item will be more expensive as caster level goes up but also as spell level goes up (i.e. Caster level 5 magic missile is cheaper than caster level 5 fireball because the two spells are different spell levels) . Some class feats actually give discounts to this sort of crafting (see Archmage).

Limitations: All craftable spells are maxed at level 20. Also, PC's cannot craft beyond their level. For example, a level 5 caster cannot craft a level 10 caster level item (note that some classes add to overall caster level; ex. 5 Wiz/5 Potion Master would allow level 10 crafting ). Divine casters limit wands and scrolls to other divine casters. Same goes for arcane casters. Potions are usable by all.

Potions: The max limit is upped to 4 (instead of the max at 3) and Potion Masters extend that to 5 at level 2 Potion Master.
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