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Paradigm - Dungeon Crawler?

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Paradigm - Dungeon Crawler? Empty Paradigm - Dungeon Crawler?

Post by S W Dickson Mon Mar 22, 2010 10:40 am

So, based on the background of Terra Obscura, but without all the intrigue, Paradigm is exactly what its name implies - furnishes the player with a choice of heroes to go questing based around the usual archetypes.

So, we're talking dungeons/wilderness/caves etc. treasure hunting sub RPG brawling. No need for GM nonsense - one player can be "heroes" the other "villains" - or just two rival parties battering lumps out of each other. The primary focus at present will be the former.

Our heroes of legend -

Humans-
Barbarian, Knight, Ranger, Wizard

Elfin (Elf, Nyadd, Seraph etc.)-
Scout, Hunter, Assassin

Halfling -
Thief, Trapper, Archer

Dwarf -
Warrior, Berzerker, Engineer, Monk

Or something thereabouts.

The "villains" camp just now is three-tier - "Fodder", "Elite" and "Epic"

"Fodder" is the Goblins, Skeletons and Zombies and stuff.
"Elite" is Armoured Orcs, Dark Knights, Wraiths, Ogres etc.
"Epic" is Golems, Daemons, Necromancer/Dark Wizards and hero class baddies.

I am currently just concerned with heroes vs lots of baddies, though have countered for "Henchmen" at some stage. (I watched Krull on Sunday)

How does it play? Well, as a "quest" based system, with no GM as such, it relies on a certain suspension of disbelief. Your heroes have fallen into possession of a map/been tasked with quest, and have planned accordingly. A series of events may be rolled for the campaign (roll your own adventure) and relevant scenarios provided for the story to progress. Special encounters will be provided for the "villain" to choose for his forces of evil - powerful minions and fiendish traps to turn the tide in his favour. These will be limited, but not rare - allowing each game to have at least one really interesting event, rather than just a goblin-fest. Rather than play their events spread out however, the villain may choose to save them up and play them in one awesome display of evil in one major event game (up to 3 played per game!?)

As per the selection of their forces - no one mission will be focussed entirely on one specific monster or hero. Each model has a selection cost, and the scenario, will identify what balance should be achieved (villain may choose twice the cost of the heroes party etc.) - some scenarios will include non-model items (such as traps, treasure etc) that will also have to be included in their force cost, or if an option, included at the points cost indicated. (I'm thinking it's should all be measured in GC - Gold Crowns)

To prevent villains from "ganging up" all their monsters on one model, or being too "tactical" with their placement, their may be an "activation" rule. To avoid first contact turning into a constant dull melee, whilst not relying on doors being opened, the villains are tied to a to specific area of terrain, and may only patrol within x inches of it, unless an enemy comes within their spotting range. Not fleshed this out yet, but seems like it may be necessary.

Winnings gathered over the scenario, and by winning the scenario, may be spent at a Tavern - henchmen, weapons, armour, healing etc.
S W Dickson
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Post by S W Dickson Mon Mar 22, 2010 12:45 pm

Okay, moving on for the "paradigm" and leaving choices in the hands of the players, whilst having these archetypes for each race, some should not be race exclusive. So, I reckon there should be "paradigms" and "races" - maybe as well as premade characters (for quick play) - enabling you to have a Dwarfen Wizard should you desire.

Human - All rounder, able to be decent at most things
Halfling - Physically weak and slow, good ranged and stealth abilities
Dwarf - Physically powerful and slow, average ranged, good combat, no great affinity with magic.
Nyadd/Seraph/Elf - Physically weak, good ranged and magic.

Warrior - Standard fighter - any weapon - no specialisation bonuses.
Paladin - Heavily Armoured "Tank" - takes damage, protecting others (minor magick)
Monk - Bare knuckle/blunt weapons fighter, light armour, able to enhance others (minor magick)
Assassin - Daggers and poisons. Stealth bonus'. Light Armour, ranged weapons. Able to set and detect traps.
Thief - Daggers, Slings and bows. Stealth bonus'. Light Armour. Able to pick locks, pockets etc.
Engineer - Heavy axes, hammers and such weaponry. Any armour. Able to enhance weapons, detect traps, pick locks, to a lesser degree than assassin/thief.
Berzerker - Little to no armour. Huge weapons. May not use ranged. Combat bonus'.
Barbarian - Little to no armour. Huge weapons. May use ranged and more armour than berzerker.
Ranger - Light armour. Ranged and Stealth bonus'. Able to detect traps.
White Mage - Light Armour. Little weaponry. Able to heal firendly models.
Black Mage - Light Armour. Little weaponry. Able to cast damaging spells.

For magicks, I thought we'd use 2 or three spells for each mage type, possibly enabling a specialisation for each. Each spell is "bought" at taverns, with one being bought at time of character creation.

No more than six heroes in a party. Henchmen are simply basic "warrior" class models at basic stats.

I will attempt to make this work in legible format.
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Post by S W Dickson Mon Mar 22, 2010 12:50 pm

Just for model availability and understanding we shall call them "elves". Barbarian and Berzerker are the same. Also gonna look to see if I can consolidate any others (thief/assassin/ranger). I reckon you may get away with "Warrior, Rogue, Priest, Mage" with specific skills to customise the characters - a warrior could be anything from Bezerker to Gunslinger. Rogue relying on stealth, Priest on supporting others, Mages on Magical Attacks/support. Each "skill" would be very rare, and the characters would have to really earn additional ones.

e.g. At character creation, a warrior could choose any of these skills -

Parry, Blind, Aim, Shield, Battlehowl, Berzerk Rage, Sweeping Blow, Stagger, Charge! etc.

Each additional skill would cost a certain amount of XP - earned from surviving a winning scenario. They would, at best, be able to gain an upgrade every three-four games - or they may choose a stat-upgrade - up to their racial maximum.
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