I've recently spent my time invested in PlugY and Boy does it feel so good to have that level of item crafting, be worth the while.
I'm thinking of a short term game, but it's really just because I don't want to bargain for some epic an huge adventure and people be disappointed. If we're having fun, I'll re-examine the game's lifespan.
My idea is to have pre fabricated characters for D&D 3.5. I make the characters. I then, as you level up, give you options you can pick (rather than some obscure book you use) and you can get that as you level.
Items will be off the charts for the system used. In accordance with the itchies dropping suits of platemail level item influx.. It'll be so off the charts it might as well be non-status quo economy ending, but who cares? You'll get zero cursed items that "Trick" you, but some may have price to pay, like a sword that drains HP unless you kill every hour. Stuff like that.
The story will be a retelling of the Diablo 2 storyline. Den of Evil. Then as the game progresses, I'll add in my own variants on the course of events. With all hope Diablo will be faced. I have to be honest, it's my hope....
Action would be a focus, but personalities new and old will be there and have some level of dialogue outside of "click and listen". I plan to keep the icons mostly scripted, but I'd like to add character to the mercenaries and make them my own. You'll pay them, they'll likely die, and if they do, you'll have the option to resurrect them, which will cost you MUCH more gold, but you'll keep someone with you. You might meet an ass that you say "Good riddance" to, as yous spit on their grave, but I really want that to me the marbling of fat to make the meat of the game an RPG, and not
just hack'n'slash. I will say, it will be fleeting, the dialogue the deep moments of reflection. It will be mostly action! I just hope it won't be at the exclusion of
any dialogue in town trading items and crafting.
I'm open to the following systems instead of D&D 3.5. Please don't ask for anything else. I'm just not comfortable with something I don't know.
In any case, these would be narrowed selection. You'll build based on multiple choices, not a hundred, but like ten, at each level. The "max" would be level 99, but I really think just getting to a normally "high level" would be awesome!
I'm comfortable adapting the following systems, and yes, they will be stripped of some thing they were made for, and just keeping what I think is necessary and fits.
Those are the systems in order of preference.
Would anyone be interested?
A couple notes of action in quantities.
I'll not be adapting the PCs (beyond just some pre-fab) but monsters will largely be underpowered. In D&D, they might have 2 HP and 13 AC. In Exalted they may me extras with DV 3 and 4 health. Some monsters will be MUCH tougher. You'll not just probably have warning, but be able to tell "oh god! this thing has 62 AC, or 16 DV and is immune to..."...just like in the video game. Their appearance, their attacks, their very being will translate that, in the same way a person can tell a hippopotamus will crush and implae you with its maw, you'll not need to make knowledge lore check. It'll be quite evident. You'll go into fights knowing what you're fighting, basically. Some surprises, especially with attacks and utility powers; but basically you'll know the mooks from the real badasses. Certainly though, death is inevitable, even if you play hardcore D2. Simply because you and I will have to take the time to learn about each other. So I don't want death to be a big deal, a loss of power, hefty gold, your mercenary, but otherwise handwave the drama. Gloss over the details of how or why. I'm not interested in telling the story of the PC's return from death. I just want to see how they handle their near immortality's setbacks.
This message was last edited by the user at 21:56, Sun 02 Feb 2020.