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Post by Admin on Sept 14, 2015 7:28:31 GMT
Someone asked me about this, how I would extend the game to be closer to AD&D 1st Edition. Well, in theory, my rule #1 would be: Change nothing. That said, on a very basic level, here are some ideas: * Add Comeliness * Add the half-orc, and sub-races from UA * Add the druid, illusionist, assassin, monk, cavalier, barbarian, and thief-acrobat * Add field plate & full plate * Add new spells Those are just some basic starting ideas. Prespos Note: The following is by Marainein. - AdminHere's an incomplete summary/plan of our incomplete discussion. Please add to it! FRUA 2 Features Summary - The Story So Far:General Principles/Goals/Policies: * A complete implementation of the AD&D 1E game system, of all the core books and rules/subsystems/options found within them * With the ability for the designer to switch on or off particular rules (or groups of rules, eg everything within UA) with just a checkbox * Stick as closely as possible to the interface of SSI's gold box/FRUA games (except when needed to add support for new rules) - they got a lot of things right, as evidenced by decades of popularity. Create the sort of game engine SSI might have if not limited by time/money/technology * Avoid micromanagement * Some support for multiplayer, but not an MMO - you can play with a few friends, like a regular rpg session, but not with the entire world. * a partial simulation of a fantasy world, adventures are built on top of this simulation, so the adventure designer doesn't have to do everything The above are goals - ie, where we want to go. Below is a summary of the capabilities, or features, that the game/engine would have to have to get there: Graphics engine:--- True 3d/a Z-dimension, height exists both in combat maps and first person view, able to support flight, falling, climbing, jumping etc --- Support for diagonal + curved walls, while maintaining FRUA's 4 directions + step paradigm for movement --- Light + darkness effects, support for infravision + ultravision --- replace FRUA's overhead view with optional automapping. Maps generated should look as much as possible like those found in dungeon modules. Character Sheets:--- Limbs, fingers etc can be lost & regenerated Combat:--- Damage types need to be tagged by type (acid, electricity, fire etc) NPCs & communication & interaction & reputation:--- Characters have a separate body and soul/mind/mentality. The later can be detached or replaced by possession, such as magic jar. --- language support: all speech and text needs to be tagged with what language it's in, if not in common --- timetable/schedule; NPCs also have pathfinding abilities --- an npc personality & reaction system; quests; alignments --- support for henchmen & followers --- normally non communicative NPCs (eg plants, animals) can be spoken with. By default can report information about the locale and nearby monsters --- npcs can be captured during combat and interrogated. Dead bodies will continue to exist and can be raised, animated, or talked to using speak with dead Environment & World simulation:--- and procedural/random generation for lots of things in the game world --- a complete game world/multiverse, into which adventure modules are inserted --- terrain. The world is composed of cubes (10'x10'x10'?), the faces of which can be walls, floors, ceilings etc. They can also contain a liquid, such as water, at varying heights. Holes can be made in floors/walls, and additional barriers added (eg, wall of X spells) --- different types of trees & plants, forest/biome generation --- weather/environment system: Wind, fog/mist, rain/snow/hail, humidity, and temperature --- food/water/ration system; is perishable --- tracks: creatures moving through a place can leave tracks, which rangers/druids can later notice --- fire; some things can be burned, others not Objects:--- creatures, items and places have auras, including information about their alignment and magical power, as well as having magical effects (eg, glyph of warding) attached to them --- objects can be dropped, appear in the game world somehow (perhaps like eye of the beholder), and can be picked up again; they can also be placed or removed from containers; which can themselves be objects, and lockable --- they can be damaged, as per item savings throws; they are made up of one or more components, of differing materials; if dropped into liquid they may float or sink, depending on density; --- objects belong to particular types, so they can be searched for with locate object spell
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Post by marainein on Sept 14, 2015 8:33:05 GMT
Someone asked me about this, how I would extend the game to be closer to AD&D 1st Edition. Well, in theory, my rule #1 would be: Change nothing. That said, on a very basic level, here are some ideas: * Add Comeliness * Add the half-orc, and sub-races from UA * Add the druid, illusionist, assassin, monk, cavalier, barbarian, and thief-acrobat * Add field plate & full plate * Add new spells Those are just some basic starting ideas. Prespos How about "everything in the core books", with the option to turn off unwanted features, of course? Why strive for anything less lofty Anyway, let's analyze the first of your desires into the game engine features that would be required to support them: - We'd need (1) some sort of expanded reaction system for interacting with NPCs, and (2) proper support for charisma effects, which also means proper support for hirelings and henchmen (I don't think I've ever seen a gold box game or FRUA module which uses charisma in any significant way, but I haven't seen them all). Also (3) an implementation of the awe/horror and fascinate spell like effects (does fascinate differ from charm person much?) - (4) A portrait system would also be nice, so you could see the pretty or ugly PC/NPCS. There exists software that can automatically generate human faces (Makehuman comes to mind) I'll think about the rest and post more later. What madness ever drove us to accept Skyrim and World of Warcraft when we could have this?:
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Post by Admin on Sept 14, 2015 17:23:47 GMT
LOL, that gave me quite a chuckle when I was having my morning coffee. Thanks! How about "everything in the core books", with the option to turn off unwanted features, of course? Why strive for anything less lofty This is a better idea, just starting with " everything in the core books". So, I will avoid the Comeliness questions, for now. To start, UA would have to be extended in 2 ways: Space: The addition of a "x-dimension", height, as you mentioned earlier. In combat, the 2 dimensional representation could be retained, with the addition of an "HEIGHT" number, perhaps on the big empty right-hand space, when needed. Someone standing on the ground has a height of 0. 5 feet up would be a height of 1. 10 feet up would be a height of 2. 15 feet up would be a height of 3. etc. Flying creatures could have their square highlighted in light blue, as an easy visual cue, as well. That would be one way to do it. Time: Days, months, and years would need to be tracked. Next, let's take a quick look at the core books (I'm assuming that you mean just the MM+PH+DMG -- although some include the DDG in the core). MM * Of course, add in ALL of the monsters. PH * Half-orc * Druid, assassin, illusionist, monk * Horses & ships * Weapon type vs. AC modifiers * ALL of the spells * eg. wish spell: this could be done with a menu of options * Psioncs * Bard * Have a UA-style overland map for each of the layers of the planes DMG * Secondary skills * Aging: apply these modifiers, if they have not been applied, yet * Disease: once each game month, roll d% to see if any of the players contracts a disease * Maximum Age: apply this, if it has not been applied, yet * Followers * Spying: Success allows one to access AREA view * Thieves & Assassins Setting Traps: ENCAMP to do this. * Poison: Add these to the equipment lists. * The Monster as a Player Character: Orcs, kobolds, and goblins could be easily added. * Lycanthropy * Monthly upkeep: once each game month, deduct 100 gp per level from each PC * Languages: This includes alignment language. * Option to change alignment * Add field plate (2000 gp) * Hirelings, including alchemists & sages * Waterborne adventures: deckplans would be needed for each of the ships * Light, Infravision, and Ultravision * Add LISTEN to the door menu, along with options like PICK, BASH, etc. * Item saving throws * Magic armor affects saving throws * Characters can get drunk (beer, wine, taverns, inns) * Insanity: Usually, this is a consequence of psionic attack * Adjust XP granted for monsters according to challenge * Add "Typical Inhabitants" to the MM * Add advice about placement of monsters, treasure, and magic items to the UA designer's guide * Territory development: Characters can try to settle a square on any overland map * Add in the DMG sample dungeon (this has been fully detailed, in a 3E Dungeon magazine, I think) * Personality traits for NPCs: These can be applied to PCs, and they affect Encounter reactions * Construction: PCs can build castles, dungeons, etc. in land that they have settled * Divine intervention: PCs can call on the gods for help * GAMMA WORLD & BOOT HILL * Creating holy water * Spell research * Magic item creation * Potion misciblity * ALL of the magic items * Random dungeon generator * Random wilderness generator * Random monster tables as part of the designer's toolbox * Traps * Tricks * New items of equipment * Herbs * Potions show up on the screen in different colors That's a basic list of what could be done, but it's not comprehensive. Prespos
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Post by marainein on Sept 15, 2015 8:22:44 GMT
Good ideas, I was thinking of the non combat 3d view, but a height dimension in combat mode is also needed. To do a lot of dungeon maps properly, we'd also need support for diagonal and curved walls: while still somehow keeping to the step based movement/4 directions paradigm of the gold box engine. which means lighting effects would have to be built into the 3d view renderer. Between this, arbitrary wall angles and 3 (or more!) spatial dimensions, we'd have to ditch the gold box pseudo 3d walls for a true 3d rendering engine. Including all 666 layers of the Abyss...that probably means some sort of procedural generation (have you ever played minecraft? or dwarf fortress?) And demons, dragons, vampires and beholders (has anyone ever roleplayed a beholder?) Utterances would have to be tagged with information about what language they're spoken/written in. Which is probably where 80% of the game's complexity is. We'll have to iterate through all the spells and figure out what features they'd need for the game engine to support them. Naturally, no implementation of AD&D would be complete without containing a complete implementation of boot hill and gamma world! Actually, I meant everything in 1E that was ever contained between two pieces of cardboard - so PHB, DMG, MM1, FF, MM2, WSG, DSG, UA, DD, MOTP...and Battlesystem. And the world books. Did I miss anything?
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Post by Admin on Sept 16, 2015 7:09:39 GMT
To quickly answer your questions:
* haven't played Minecraft or Dwarf Fortress * haven't played a beholder * the only book you missed was OA
Pres
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Post by marainein on Sept 20, 2015 10:25:32 GMT
Continuing the Compleat AD&D 1E computer game (Prespos, do you have a codename for this project?) thread, this time looking at the spell list and what's needed to implement them:
Material spell components. These are kind of awesome (but also annoying, if you're a spell caster). I'd love to include them. They could be bought and sold in stores, the PCs could come across some of them as random encounters in certain areas, scavange them off defeated NPCs, have mini-quests for them...lots of possibilities.
BTW, some computer games have had material spell components - some of the Ultima games for instance.
Cleric Spells, 1st Level:
Already in FRUA/Gold Box:
bless cure light wounds detect magic protection from evil remove fear resist cold
Not in FRUA:
Command - from the text on page 43 of the PHB: 'The individual will obey to the best of his/her/its ability only so long as the command is absolutely clear and unequivocal, i.e. "Suicide!" could be a noun, so the creature would ignore the command. A command to "Die!" would cause the recipient to fall' (you know Gary, "die" could also be a noun, as in the singular for dice. Also, there are probably many languages in which the imperative 'commit suicide' is a single word. If a particular race's or alignment's language fell into this category, the spell could prove...very useful)
'Typical command words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender, sleep. rest' - these could pretty much all be implemented in the present gold box game engine (most could also be nouns).
Create water - implies the need for food/water/rations in the game, as well as containers for liquids
Detect evil - we already have alignments for NPCs. But 'an evilly cursed object will radiate evil' implies that objects should have auras, that can be tagged with aspects like good, evil, strongly magical, etc
Light - again, proper lighting within the graphics engine. - Another minor point from the spell text: 'until the caster utters a word to extinguish the light' - some spells at least, can be cancelled by their caster at any time.
Purify food + drink - food needs to not only exist within the game, but be perishable as a result of certain things (time, heat, immersion in water if not properly sealed), and poisonable
Sanctuary - Need to make a savings throw to attack the caster. Easy to implement within the current game engine. I'm surprised it's not already there
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Post by Rystellin on Sept 20, 2015 10:52:49 GMT
I may be missing a thing or 20 here, but I would like to know: are you or someone else actually coding a game? Not to add my own 2 copper pieces here, but I would like someone to help me with my virtual game, by creating the engine etc, or modifying a Gameboy emulator to be usable online live. But that's probably not happening.
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Post by Admin on Sept 20, 2015 12:43:18 GMT
I may be missing a thing or 20 here, but I would like to know: are you or someone else actually coding a game? Right now, we're just talking about coding a game, in theory. GB = Gold Box series FRUA = Forgotten Realms Unlimited Adventures These were games released by SSI from about 1988-1992, based on AD&D 1st Edition. They are well-loved to this day, and we were just thinking about an extended re-release of these games. Game theory, Prespos
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Post by Admin on Sept 20, 2015 13:30:38 GMT
Continuing the Compleat AD&D 1E computer game (Prespos, do you have a codename for this project?) thread, this time looking at the spell list and what's needed to implement them: I don't have a codename for this project. Would UA be OK as a working title? (UA = Unlimited Adventures) Thanks for the great post. Material components wouldn't be too hard to do. Just make sure that the component is READY in order to CAST the spell. I would set the encumbrance value of most material components at just 1. Interesting run-down of the spells. A couple of more notes: * create water: the encumbrance value of water is given in the WSG. As well, the WSG gives us penalties for not drinking water. What would be important is to have something like the FIX command, where the process of eating & drinking for the whole party is taken care of. Something like EAT: if the party has food and water that is READY, it automatically gets used up. Much easier than having to USE the water for each of the 6 characters. Alternately, EAT could be somehow bundled with the REST command. As well, there would the need for a REFILL command when the players are adjacent to, or in, a body of fresh water. * purify food & drink: the details for spoiled food are taken care of the WSG as well. Basically, all food items would have to have a BB (Best Before) value. There's 2 levels of food spoilage: tainted and spoiled. The former case requires a Wisdom check to recognize that the food has gone bad, IIRC. From a design standpoint, these 3 things highlight the need for an interface where the player does not have to micro-manage too much. Here's some ideas for the 2nd level spells: * augury: CAST this, and it will tell you about the danger level of an AREA map. (??) This would be determined by comparing the average party level to the average dungeon level. (For example, S1 Tomb of Horrors, for levels 10-14, would have an average dungeon level of 12.) Useful for sandbox campaigns, where you have encounter areas of varying difficulty. As well, I think Curse of the Azure Bonds would give you a warning for areas of extreme difficulty and/or danger. This might be worth looking into further. * chant: Easy enough to implement in combat. * detect charm: Charmed NPCs automatically attack you in combat. This spell can be cast through the ENCAMP or maybe even the TALK menus. * know alignment: Accessible through the ENCAMP and TALK menus. Alignment of NPCs would have to be hidden by default, in order for this to be useful. * silence 15' radius: Prevents the ability to CAST in combat. In combat, sounds are turned off for anyone in the area of silence. * snake charm: could be easily implemented as a charm person that just works on snakes. * speak with animals: just another example of a spell used through the TALK menu. Thanks again for the great post: if this thread keeps on going, then, maybe one day, we can compile all of the notes into a single document. Somewhere, I've made extensive notes about this idea, but that was years ago, and I have no idea where they've disappeared to: if I can find them, I will post those old ideas here. Prespos
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Post by marainein on Sept 20, 2015 20:57:39 GMT
I may be missing a thing or 20 here, but I would like to know: are you or someone else actually coding a game? Not to add my own 2 copper pieces here, but I would like someone to help me with my virtual game, by creating the engine etc, or modifying a Gameboy emulator to be usable online live. But that's probably not happening. Nah, we're just spitballing here (for now). But as any architect will tell you, you have to have detailed plans for what you want to build before you build it. If you've got an idea for a game, by all means, talk about it, and we'll give you what ideas and feedback we can. The Dungeon Craft project is an open source reimplementation of the gold box game engine/FRUA, and that could form a foundation for this ultimate AD&D game we're talking about. Our big problem is that this isn't a two man job - if you look at the credits for Pool of Radiance, for instance, they list 10 programmers (encounter coding is also programming), and the engine Prespos and I want to build is going to be an order of magnitude more complex than Pool of Radiance. We'd need a much bigger team to turn our wishes into software, or else decades of work .
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Post by marainein on Sept 20, 2015 21:27:33 GMT
Continuing the Compleat AD&D 1E computer game (Prespos, do you have a codename for this project?) thread, this time looking at the spell list and what's needed to implement them: I don't have a codename for this project. Would UA be OK as a working title? (UA = Unlimited Adventures) It would, but SSI's already used it their 1993 game, so we need a new one for disambiguation. I like pretentious sounding latin or ancient greek names, but you've been posting about this idea for longer than me, so you get first choice on naming the project. I think you've hit upon the key here - minimize micromanagement. How about - the party automatically eats and drinks when they need to, so long as they have supplies. If you pass by an inn or river or something, the game asks you if you want to replenish your supplies, and takes care of it if you do. And it warns you if your supplies are running low. But otherwise, it's in the background, and only matters when the party starts starving. Another way to implement augury would be to let the player take back an action or combat that has gone badly, and claim it was 'all just a dream'/vision of the future. But then again, we already have save/load game functionality which pretty much does the same thing. Yeah, or as an NPC is about to join the party. They're particularly useful spells for when you encounter a group of humans in the wilderness. They're actually already implemented FRUA: FRUA spellsPlease do!
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Post by Rystellin on Sept 20, 2015 22:27:34 GMT
Check out Unturned. It's a cheapo zombie game, but the mechanics for health, food/water, toxicity, and such could be useful to model how it all automatically happens. Unturned can be found on steam for free.
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Post by Admin on Sept 21, 2015 4:13:44 GMT
maranein, interesting ideas.
With regards to the name, I don't know. I thought of: UA1 (UA 1st Edition) I thought of: UA2 (Unlimited Adventures 2)
Also, thanks to the reference to Dungeon Craft.
Can you do the level 3 spell list? If you do, I'll go in there, and do the level 4 spell list.
Unlimited Adventures, Prespos
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Post by marainein on Sept 21, 2015 6:32:26 GMT
Ok, level 3 cleric spells...
Spells which area already in FRUA:
cure blindness
cure disease
dispel magic
prayer
remove curse
Spells which aren't:
Animate Dead - creates a friendly zombie or skeleton, simple enough. I presume the caster needs corpses, either from a battle, graveyard, or just dead PC/NPC. The description says you can also set them as guards, which suggests a more general feature where you can set NPCs to guard a spot. Maybe they could stop wandering monsters from attacking the party by guarding access routes?
Continual Light - just like light, only forever
Create Food + Water - same implications as purify food + water. Also, if the party has a cleric with them capable of casting 3rd level spells, they could ignore food + water problems. As soon as they rest and have no food, the game could ask them if they want to memorize + cast this spell automatically, like the fix command does
Feign Death - let's you pretend to die in battle and have the PC or NPC temporarily set to dead status outside of combat. Doable . If the rest of the party dies, and the monsters don't eat you, maybe you come back awake out of combat? We need a list of which monsters eat the PCs after they're done killing them. - I only just noticed the spell gives immunity to energy drain, let's you take half damage - all sorts of abuse could be possible in a pen and paper game
Glyph of Warding
- basically a magical trap. I think FRUA can already do this with events, if not, it's easy enogh to add. We'll need spell effects that can be added to objects.
Locate Object
- the game already has objects and treasure present at set and random encounters, so this is doable - just have the player pick from a menu of object types to search for . I believe nethack and other roguelikes let you use magic to sense the presence of objects on the level. - what the gold box games don't have, but FRUA 2 could use, is the ability to drop objects into the world and come back later to pick them up. Again, that's a fairly standard rpg feature
- also containers, like most other post 1990 rpgs, with special properties like 'lockable'
Speak With Dead - as well as having special places for use within scenarios, this could be used to parley with monsters after combat, to get information from them.
- going off on a tangent, monsters will often surrender to your party in gold box games - what happens to them? You should be able to interrogate these prisoners, ransom them, free them, kill them (if you're evil) etc
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Post by Admin on Sept 21, 2015 8:15:48 GMT
Ok, level 3 cleric spells... Spells which area already in FRUA: cure blindness cure disease dispel magic prayer remove curse Spells which aren't: Animate Dead
- creates a friendly zombie or skeleton, simple enough. I presume the caster needs corpses, either from a battle, graveyard, or just dead PC/NPC. The description says you can also set them as guards, which suggests a more general feature where you can set NPCs to guard a spot. Maybe they could stop wandering monsters from attacking the party by guarding access routes? Continual Light
- just like light, only forever Create Food + Water - same implications as purify food + water. Also, if the party has a cleric with them capable of casting 3rd level spells, they could ignore food + water problems. As soon as they rest and have no food, the game could ask them if they want to memorize + cast this spell automatically, like the fix command does Feign Death - let's you pretend to die in battle and have the PC or NPC temporarily set to dead status outside of combat. Doable . If the rest of the party dies, and the monsters don't eat you, maybe you come back awake out of combat? We need a list of which monsters eat the PCs after they're done killing them. - I only just noticed the spell gives immunity to energy drain, let's you take half damage - all sorts of abuse could be possible in a pen and paper game Glyph of Warding
- basically a magical trap. I think FRUA can already do this with events, if not, it's easy enogh to add. We'll need spell effects that can be added to objects. Locate Object
- the game already has objects and treasure present at set and random encounters, so this is doable - just have the player pick from a menu of object types to search for . I believe nethack and other roguelikes let you use magic to sense the presence of objects on the level. - what the gold box games don't have, but FRUA 2 could use, is the ability to drop objects into the world and come back later to pick them up. Again, that's a fairly standard rpg feature - also containers, like most other post 1990 rpgs, with special properties like 'lockable' Speak With Dead - as well as having special places for use within scenarios, this could be used to parley with monsters after combat, to get information from them. - going off on a tangent, monsters will often surrender to your party in gold box games - what happens to them? You should be able to interrogate these prisoners, ransom them, free them, kill them (if you're evil) etc Before I start on notes for the level 4 spells, I'd like to think about what you've written. Animate Dead: - What's the limit? Should followers be limited by Charisma? - The nature of the spell seems to place it outside of the standard combat and ENCAMP situations Create Food & Water: - I really like your ideas here. Again, I am thinking in terms of FIX and REST. Less micromanagement, the better. Feign Death: - In theory, simply provides one to immunity against attacks in combat. Glyph of Warding: - Places a trap in a 10x10 square on the AREA map. It should also be included as an option for designers. Locate Object: - Can this be used to find traps? Can this be used to find stairs? Speak with Dead: - When is this used? It seems to be neither ENCAMP or combat. Maybe, after a battle, with the treasure menu? Also, as a pop-up if the party comes across human (etc.) remains? Thanks for the great post: it really gets me thinking. I'll get on to the Level 4 Cleric spells in a couple of days... John
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Post by marainein on Sept 22, 2015 7:56:31 GMT
For the spell - it says 1 undead per caster level, but doesn't specify whether that's per casting of the spell, or a grand total. I imagine a high level cleric standing in a graveyard, summoning an insta-army of skeletons, wind whipping his dark robes about him, hands held to the sky, ominous epic music playing, a tsunami of black clouds storming the sky, big zaps of lighting, all while the summoned dead claw their way out of their graves.
It could be used in combat on the freshly fallen. If used out of combat, in some random spot, we could just say there's a 10% or whatever chance that there's a buried body within range of the spell.
For non-undead minions...well, I think that topic deserves its own post.
Right, do supply management in such a way that it comes up *sometimes*, and thereby creates interest, novelty and challenge, rather than having to do it all the time, which creates tedium.
With the slight drawback that the character is paralyzed (to use Gary's word, cataleptic)
Can I just say what a huge fan I am of magic runes/glyphs, especially ones that hum and glow with their own unearthly light and hang in mid air as if they were carved into the fabric of reality. Do you have any idea where Gary got the glyphs in the DMG? Did he design them himself?
Using it to find traps seems abusive, there's already a spell for that, and locate object is meant to be for a specific type of object - let's say the caster has to think of a specific type of trap or component of a trap. The spell description explicitly says it can find stairs and ladders.
Yeah - it could be a menu option in the loot-the-bodies phase after combat, like detect magic, which appears as an option if the selected character has it.
Looking forward to it!
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Post by Admin on Sept 22, 2015 8:15:23 GMT
* A quick note: I am unsure about the origins of the glyphs in the DMG. Maybe ask Dragonsfoot.
* Also, I like the format that you have developed. I'll try to follow this in the future.
Anyway, here goes, Level 4 Cleric Spells, from the PH...
Detect Lie - Definitely, something that should appear in the TALK menu. In standard GB/UA, spells are only castable in Combat and/or Camp. This needs to be extended to TALK.
Divination - Basically, this gives info for an AREA map, although on a more detailed level than augury.
Exorcise - A good spell to use against ghosts and haunts. This counters magic jar.
Lower Water - This is difficult. UA/GB is defined in squares. With spells like these, the game has to go to cubes. 3D, not 2D.
Speak With Plants - Another TALK spell. Uses the same base code/design as speak with animals.
Tongues - The ultimate TALK spell. Allows full communication with anyone.
Can you do the level 5 spells, please? After that, I will do the level 6 spells.
Prespos
PS. I apologize, in that I haven't dealt with the reversed forms of the spells, so far. I will try to get around to this at a later date.
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Post by Rystellin on Sept 22, 2015 8:56:19 GMT
I have a solution!!!! Instead of going 3d here, just reduce the water to sand. Think Legend of Zelda, wherein you play the flute to reduce the lake to sand to open level 7. If you don't want a secret door there, no problem. It could just make a landbridge to an island.
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Post by marainein on Sept 22, 2015 9:20:31 GMT
Detect Lie- Definitely, something that should appear in the TALK menu. In standard GB/UA, spells are only castable in Combat and/or Camp. This needs to be extended to TALK. Yeah, we're looking at adding options to specific menus for a lot of spells. Fortunately the menu system lends itself well to this sort of thing. And there is a menu option to Cast spells from the first person view: I know, but we already have to go to 3d for things like flying, levitate, falling, pits, climbing, and vaguely realistic looking buildings (right now, huts and towers look the same in FRUA). AD&D was meant to simulate a 3d world. So the map is now a volume of cubes instead of a grid of squares, and each cube has certain properties. One property we'll need is how full of liquid it is, and what type of liquid that is (fresh water, salt water, lava, acid, quicksilver, slime, blood). I'm sure they'll be others. Which implies that it's possible to go around possessing other creatures, so there's a soul/body distinction, and we need to keep track of which soul/spirit is in charge of which body (and which are displaced) We should assume there are usually plants and animals around that the caster could question, other than those met in combat encounters. If cast outdoors, they could tell the caster about the area, and maybe what wandering monsters are around. Stuff like that. ...now that I think about it, I'm not sure what plants would have to talk about. The weather, I guess. They'd be boring conversationalists. Me neither now that you mention it. We'll get to it eventually!
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Post by marainein on Sept 22, 2015 9:34:09 GMT
I have a solution!!!! Instead of going 3d here, just reduce the water to sand. Think Legend of Zelda, wherein you play the flute to reduce the lake to sand to open level 7. If you don't want a secret door there, no problem. It could just make a landbridge to an island. They got a lot of things right when they made that game, but even Link ended up going 3d:
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Post by Rystellin on Sept 22, 2015 14:27:33 GMT
I highly suggest you check out Dungeon Crawl Stone Soup. It's what you are doing in a nutshell. If you are going to make a unique D&D game, i'm sure there will still be many similarities to other such games, since all use the same source content. That said, Stone Soup is 2d with 3d-esque elements. Even other games like Fire Emblem address flight as a unit movement parameter, not a map condition, while maintaining 2d grid. Search "FE Pegasus movement" and i'm sure a youtube video will come up to exemplify it.
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Post by marainein on Sept 23, 2015 7:51:32 GMT
I highly suggest you check out Dungeon Crawl Stone Soup. It's what you are doing in a nutshell. If you are going to make a unique D&D game, i'm sure there will still be many similarities to other such games, since all use the same source content. That said, Stone Soup is 2d with 3d-esque elements. Even other games like Fire Emblem address flight as a unit movement parameter, not a map condition, while maintaining 2d grid. Search "FE Pegasus movement" and i'm sure a youtube video will come up to exemplify it. Does it differ paradigmatically from nethack? I'm not sure you're allowed to be married to more than one roguelike game, except in countries which have sharia law.
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Post by Rystellin on Sept 23, 2015 8:29:25 GMT
I'm not sure what you mean about being married to games, but Stone Soup is a more graphically improved nethack, if you want to see it that way. I can't really explain it. you are better just giving it a try and seeing what there is to see.
Also, I looked into my game some more... basically, i need a handful of players, playing 2-3+ characters a piece, and they HAVE to be okay with playing a long, slow game. I mean, they have to have enthusiasm and patience, and probably not be too hotheaded or too complacent. I want to keep things moving, but that's going to be somewhere between snail and tortoise until i get players, and then from tortoise to crippled octogenarian once the game starts. If it's over the web... I am not sure how it will be done. Either skype video or roll20. I'd really like to have my own site with a game plugin that i can save and edit, and the players be able to manipulate to restricted amounts, and it be able to run math functions automatically or as an input/output thing. Honestly, a tabletop IRL can work, but the math bogs it down. If i could macro some input-based formulas, that would solve a large part of my problem.. I could make a thread about this, maybe my own board. I can spew info all week on this... but that doesn't help me get this game started. Also, sorry for ranting.
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Post by marainein on Sept 25, 2015 8:57:18 GMT
I'm not sure what you mean about being married to games, but Stone Soup is a more graphically improved nethack, if you want to see it that way. I can't really explain it. you are better just giving it a try and seeing what there is to see. Also, I looked into my game some more... basically, i need a handful of players, playing 2-3+ characters a piece, and they HAVE to be okay with playing a long, slow game. I mean, they have to have enthusiasm and patience, and probably not be too hotheaded or too complacent. I want to keep things moving, but that's going to be somewhere between snail and tortoise until i get players, and then from tortoise to crippled octogenarian once the game starts. If it's over the web... I am not sure how it will be done. Either skype video or roll20. I'd really like to have my own site with a game plugin that i can save and edit, and the players be able to manipulate to restricted amounts, and it be able to run math functions automatically or as an input/output thing. Honestly, a tabletop IRL can work, but the math bogs it down. If i could macro some input-based formulas, that would solve a large part of my problem.. I could make a thread about this, maybe my own board. I can spew info all week on this... but that doesn't help me get this game started. Also, sorry for ranting. Back up a bit here for me - I think I've missed the introduction to this. What are you making? What does it do? What does it look like? What existing thing(s) is it similar too? And what's new about it, that isn't done by existing software?
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Post by marainein on Sept 25, 2015 9:02:45 GMT
Ok, onto the next level of cleric spells... (I just realized I should be looking in the DMG section on spells, as well as the PHB) Atonement
- undoes magical alignment shifts (Which means keeping track of the original alignment). Apart from that, I don't fully understand what this spell does. Do you? Commune
- Lets you contact a deity and ask a question that can be answered with yes/no...what we need is a preset list of questions the cleric can ask about the adventure, that can be answered programatically by just searching information about the adventure. But I'm struggling to think of really good ones. Things like 'Is there a secret door/dragon/demon on this level', 'Is NPC X chaotic evil/dead/alive/nearby?' Insect Plague- ' a horde of creeping, hopping, and flying insects swarm in a thick cloud. These insects obscure vision, limiting it to 3". Creatures within the insect plague sustain 1 hit point of damage for each melee round they remain in it due to the bites and stings of the insects, regardless of armour class. The referee will cause all creatures with fewer than five hit dice to check morale. Creatures with two or fewer hit dice will automatically move at their fastest possible speed in a straight line in a random direction until they are not less than 24" distant from the cloud of insects. Creatures with fewer than five hit dice which fail their morale check will behave likewise'
Fun for the whole family. It has combat effects easily implementable within the current system . Remember the scarab beetles from the movie 'The Mummy'? Plane Shift
- implies we need to implement the entire AD&D multiverse. Oh boy. The more I think about it, the more it seems FRUA 2.0 needs to include a complete gameworld(s) (and multiverse!), into which people add their own dungeon modules, rather than FRUA's approach of each module being the entire universe for the game. - I just realized you can cast it on unwilling victims in combat, effectively wiping them out of the game universe, unless they have interplanar travel abilities. If it happens to a PC, it's worse than killing them - they can't be raised. Maybe we could include divination and planar travel spells from temple services and friendly mages so the party could go and retrieve their lost party member. Quest
- well, we'll need some sort of quest system. Many rpgs already do - FRUA has a some quest support, and IIRC some elder scrolls games will give you randomly generated quests. Something with a set of slots, each slot fillable with with a property, like 'Travel to place X' and 'Retrieve some object Y', or 'Kill some NPC Z' True seeing
- the all purpose anti-illusion, anti-invisibility, anti-secret spell. Easy enough to implement. Designing good support for illusion spells like phantasmal force is going to be much harder.
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