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Nation Building Rebirth of Tyrium

Rand said:
IDK what to do. I want to make it all even and not too complicated, but there's no good system.
Rand said:
IDK what to do. I want to make it all even and not too complicated, but there's no good system.
How about for Every 25 you get +2 stats for each category in the sub categories. At a max of +6. That way the get one full bonus modifier for each "level"
 
@Rand It was a good idea when no one was involved? I'm afraid it wasn't a very good idea then. You have to have a system that is easy to learn, a challenge to master and always open to the changes that naturally come around.
 
Cookie the Brave] [URL="https://www.rpnation.com/profile/18646-rand/ said:
@Rand[/URL] It was a good idea when no one was involved? I'm afraid it wasn't a very good idea then. You have to have a system that is easy to learn, a challenge to master and always open to the changes that naturally come around.
Let me list all my suggestions


How I think fighting should work:


Attacker rolls to hit. Roll a 1D20. Add their dexterity modifier. If the total is the same as the enemy AC, you do half damage. If the total is more, you do full damage. If your base roll is 19, multiply damage by 3. If base roll is 20, INSTA KILL BAM BAM,


If he hits, attacker rolls for damager. He then adds his Strength modifier to damage.


The defender then has a chance to save himself. Defender rolls 1D20 and adds his block/doge modifier. If the total is more than the attacker rolled to hit, the defender blocks. BUT if the attacker has more strength the block/doge fails automatically.


How I think the "Arms" bonuses should work


Weapons;


1-10-
Your nation is deficient in crafting weapons and armor. Any attempt will produce crude representations. You also may run out of weapons, armor, or ammunition during a prolonged conflict.


Damage cannot exceed 1d8.


Small One-Handed-1d2 dmg


Medium One-Handed- 1d4 dmg


Two-Handed- 1d6 dmg


Polearm- 1d8 dmg


10-19- Your nation is moderate at crafting items, and can forge moderate items. You can barely arm your men during a war, but that is in the norm.


Damage cannot exceed 1d10.


Small One-Handed- 1d4 dmg


Medium One-Handed- 1d6 dmg


Two-Handed- 1d8 dmg


Polearm- 1d10 dmg


20-29- Your nation is sufficient in crafting items, and can forge good items. You do not need to worry about running out of weapons or ammunition during war.


Damage cannot exceed 1d12.


Small One-Handed-1d6 dmg


Medium One-Handed- 1d8 dmg


Two-Handed- 1d10 dmg (+1 dmg)


Spear/Polearm- 1d12 dmg (+1 dmg)


30-39- Your nation is average in crafting items, and can forge great items. You do not have to worry about running out of weapons or armor.


Damage cannot exceed 2d8.


Small One-Handed- 1d8 dmg


Medium One-Handed- 2d5 dmg


Two-Handed- 2d6 dmg (+1 dmg)


Polearm- 2d8 dmg (+1 dmg)


40-49- Your nation is superior in crafting items, and can forge amazing items. You do not have to worry about running out of weapons or armor.


Weapons cannot exceed 2d10.


Small One-Handed- 1d6 dmg


Medium One-Handed-- 2d6 dmg


Two-Handed- 2d8 dmg (+1 dmg)


Polearm- 2d10 dmg (+2 dmg)


50-59- Your nation is legendary at crafting items, and can forge legendary items. Your nation can devote extra time to making your weapons, giving you slight bonuses.


Weapons cannot exceed 2d12.


Small One-Handed- 2d4 dmg (=1 dmg)


Medium One-Handed- 2d7 dmg (+2 dmg)


Two-Handed- 2d8 dmg (+3 dmg)


Polearm- 3d8 dmg (+4 dmg)


60-69- Your nation is masterful in crafting items, and can forge masterwork items. Your nation can devote extreme time and effort into crafting items.


Weapons cannot exceed 3d8.


Small One-Handed- 2d6 dmg (+1 dmg)


Medium One-Handed- 2d8 dmg (+2 dmg)


Two-Handed- 3d6 dmg (+3 dmg)


Polearm- 4d6 dmg (+4 dmg)


70-79- Your nation is almost unmatched in crafting items, and can forge unique items. All characters can now have a magical weapon. You have so many weapons and armor, that each man can have as many and any kind of weapon they want.


Weapons cannot exceed 4d8.


Small One-Handed- 2d8 dmg (+2 dmg)


Medium One-Handed- 2d10 dmg (+3 dmg)


Two-Handed- 3d10 dmg (+3 dmg)


Polearm- 4d8 dmg (+4 dmg)


80+ Exclusive to Thelgrim. All items are unique for characters.
 
How The "Mechanics" should work





(( I have removed the "]" so it doesn't go do the code


[Tabs


[tab=Warfare Categories; Army: (1/2 Ranged + 1/2 Melee + 1/2 Magic) Navy: (1/2 Warshpis + 1/2 Boarding Ships + 1/2 Transport Ships) Scouts: (1/2 Rangers + 1/2 Horseback + 1/2 Infiltrators) Assassins: (A select few that are able to change the tide of wars. They directly attack leaders.) Guards: (Men who defend their leaders and cities.) Sub-Categories; Army [list [*]Ranged: (For every point you put in here, you gain +5,000 archers for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[*]Melee: (For every point you put here, you either +10,000 soldiers, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[*]Magic: (For every point you put here, you either +1,000 magic users, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[/list


Navy


[list


[*]Warships: (For every point you put in here, you gain +10 ships.)


[*]Boarding Ships: (For every point you put here, you gain +50 ships,.)


[*]Transport Ships: (For every point you put here, you gain +50 ships.)


[/list


Scouts


[list


[*]Rangers: (Used to plot out the land. +50 rangers for every point spent, +2 stat points (Max +6)


[*]Horseback: (Used to locate the enemy. +50 scouts, +5% accuracy for every point spent)


[*]Infiltrators: (Used to determine what enemy leaders are doing. For every point spent, +1 infiltrator, infiltrator gains +2 stat points (Max +6).)


[/list


Assassins


[list


[*]Killers: (Kills a target during the night, using sneak attacks. For every point, +1 assassin. Assassins have -4 to strength points, +4 to sneak points automatically.)


[*]Watchers: (Keep eyes on a target, determines their location. For every point spent, +1 watcher.)


[/list


Guards


[list


[*]Melee: (For every point, +2,500 guards, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6.)


[*]Ranged: (For every point, +2,500 guards, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[/list


[/Tab


[tab=Economics Categories; Arms: (1/2 Armor + 1/2 Weapons + 1/2 Arrows) Trade: (1/2 Outgoing + 1/2 Incoming + 1/2 Goods) Agriculture: (1/2 Food + 1/2 Farmers) Population: (1/2 Population + 1/2 Public Opinion) Subcategories; Arms [list [*]Armor: (See Overview tab for info)


[*]Weapons: (See Overview tab for info)


[*]Arrows: (For every point spent, +5 arrows per archer per archer)


[/list


Trade


[list


[*]Outgoing: (For every point, +1 outgoing trade route)


[*]Incoming: (For every point, +1 incoming trade route)


[*]Goods: (How much you benefit from each trade route. For every point, +1 point given and received.)


[/list


Agriculture


[list


[*]Fields: (For every point, a hundred acres devoted to farming.)


[*]Farmers: (For every point, 1,000 people devoted to farming.)


[/list


Population


[list


[*]Public Opinion: (For every point, +1 to quelling rolls against mobs (Max +10))


[*]Population: (For every point, +100,000 people.)


[/list


[/Tab


[tab=Relations Categories; Can only add up to 0, negative numbers become 0. Allies: (1/2 Benefits - 1/2 Conflicts) Enemies: (1/2 War - 1/2 Peace) Neutral: (1/2 Contracts + 1/2 Distance) Subcategories; Allies [list [*]Benefits: (1/2 Trade + 1/2 Agriculture + 1/2 Scouts)


[*]Conflicts: (1/2 Army + 1/2 Navy + 1/2 Assassins)


[/list


Enemies


[list


[*]War: (1/2 Army + 1/2 Navy + 1/2 Population + 1/2 Assassins)


[*]Peace: (1/2 Trade + 1/2 Agriculture + 1/2 Scouts + 1/2 Guards)


[/list


Neutral

  • Distance: (1/2 Agriculture)
  • Contracts: (1/2 Trade + 1/2 Scouts + 1/2 Arms)
    [/list
    [/Tab
    [/Tabs
[/tab][/tab][/tab]
 
@Rand You said that the guard fell to the ground from his fatal wounds.. His health is 52 and not 37... How does that work?
 
Cookie why you have to be such an asshole man?


 
But I thought it was around 30. My bad. Apparently people aren't perfect. Crazy thing, am I right?


 
Thanks for the productive input, @Bobisdead123
 
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Yeah..... last night I was a bit tired when I was making some of the changes, so they seem a bit out of whack.
 
Last edited by a moderator:
Rand said:
Yeah..... last night I was a bit tired when I was making some of the changes, so they seem a bit out of whack.
I'm gunna make a more in depth suggestion for combat
 
I'll stand in for @Amanda Rose. She won't be here for a few days, which also means Ill probably have to play her character for a while... Geez, I don't know how she wanted her to be.
 
Last edited by a moderator:
[QUOTE="general ostruppen]so it has begun.

[/QUOTE]
War? big ass battles? EXPLODING CHEESE!?
 
If there is any territory not being run by a player, I wouldn't mind playing a ruler. @Rand
 
I'll update the territory map ((o.-)) then we can see if there are any open. Maybe you can rule Zapan'Ray and just change it to fit your personal desires.


 
Zapan'Ray is just under Thelgrim's domain, it's still a free(ish) nation.
 
Last edited by a moderator:
Let me list all my suggestions


Player Character Creation





Players get 76 to spread among the 7 categories. Modifiers are determined by taking the stat, subtracting ten, and dividing by two.


Health is determined by doubling the constitution and adding the strength


Appearance:


Health:



Info


Name:


Age:


Race:


Gender:


Height:


Weight:


Eye Color:


Hair Color:


Stats


Constitution:


Intelligence:


Charisma:


Strength:


Stealth:


Agility (Characters ability to react quickly/reflexes, not their speed):


Dexterity:


Weapon


Weapon:


Damage:


(Max damage for PLAYERS CHARACTERS is 3 levels higher than your nations arms rating)


Armor


Armor (Max armor rating is 3 levels higher than your nations arms rating):


AC:


Speed:


Health Points:


Magic: (Int modifier)


(Spells here, if any)


1.


2.


3.


Climb: (Str modifier)


Swim: (Str modifier)


Persuade: (Cha + Int modifier)


Intimidate: (Cha + Str modifier)


Block: (Dex modifier)


Dodge: (Agil modifier)


Attack (Chance of hitting): (Dex modifier, minimum is -2):


Dmg boost: (Str modifier)


How I think fighting should work:



Attacker rolls to hit. Roll a 1D20. Add their dexterity modifier. If the total is the same as the enemy AC, you do half damage. If the total is more, you do full damage. If your base roll is 19, multiply damage by 3. If base roll is 20, INSTA KILL BAM BAM,


If he hits, attacker rolls for damager. He then adds his Strength modifier to damage.


The defender then has a chance to save himself. The defender chooses whether he wants to block or dodge. HE then rools a 1D20 and adds the appropiate modifier. If the total is higher than the attackers hit roll, the defender takes half damage.


How I think the "Arms" bonuses should work


I made it so small one handed weapons (Dagger) get a set sneak attack damage, since assassins use daggers/small one handed weapons. I also added a max AC. I also made the higher level Arms get less bonuses, but they still do better and have a higher minimum damage.


The dmg bonuses increase exponentially


Weapons;


1-10-
Your nation is deficient in crafting weapons and armor. Your people are so behind in tehnology they still use stone age weapons and tools. Your Armor is purely made of leather. You also may run out of weapons, armor, or ammunition during a prolonged conflict.


Max AC is 12


Damage cannot exceed 1d8.


Small One-Handed-1d2, (2D2 sneak) dmg


Medium One-Handed- 1d4 dmg


Two-Handed- 1d6 dmg


Polearm- 1d8 dmg


10-19- Your nation is deficient at crafting items, and can forge crappy bronze/copper items. Your armor is still mainly leather, but you are able to strengthen it somewhat. You can barely arm your men during a war, but that is in the norm.


Max AC is 14


Damage cannot exceed 1d10.


Small One-Handed- 1d4, (2D3 sneak) dmg


Medium One-Handed- 1d6 dmg


Two-Handed- 1d8 dmg


Polearm- 1d10 dmg


20-29- Your nation is moderate in crafting items, and can forge good bronze/copper items, but your nation struggles with iron. Your armor is ade of Bronze and leather. You do not need to worry about running out of weapons or ammunition during war.


Max AC is 16


Damage cannot exceed 1d12.


Small One-Handed-1d6 dmg, (2D4 sneak)


Medium One-Handed- 1d8 dmg


Two-Handed- 1d10 dmg (+1 dmg)


Spear/Polearm- 1d12 dmg (+1 dmg)


30-39- Your nation is average in crafting items, and can forge great bronze/copper items and decent iron items. Yor armor is good, but nothing specialYou do not have to worry about running out of weapons or armor.


Max AC is 17


Damage cannot exceed 2d8.


Small One-Handed- 1d8, (3D3 sneak) dmg


Medium One-Handed- 2d5 dmg (+1 dmg)


Two-Handed- 2d6 dmg (+2 dmg)


Polearm- 2d8 dmg (+2 dmg)


40-49- Your nation is superior in crafting items, and can forge amazing bronze/copper items and good iron items.. Your armor is pure Iron and is good. You do not


have to worry about running out of weapons or armor.


Max AC is 18


Weapons cannot exceed 2d10.


Small One-Handed- 2d4, (2D6 sneak) dmg (+1 dmg)


Medium One-Handed-- 2d6 dmg (+2 dmg)


Two-Handed- 2d8 dmg (+3dmg)


Polearm- 2d10 dmg (+3 dmg)


50-59- Your nation is legendary at crafting items, and can forge amazing Iron itmes. Your nation can devote extra time to making your weapons, giving you slight bonuses.


Max AC is 18


Weapons cannot exceed 2d12.


Small One-Handed- 2d4 dmg, (3D4 sneak) (+2 dmg)


Medium One-Handed- 2d7 dmg (+3 dmg)


Two-Handed- 2d8 dmg (+3 dmg)


Polearm- 3d8 dmg (+4 dmg)


60-69- Your nation is masterful in crafting items, and can forge legendary iron items. Your nation can devote extreme time and effort into crafting items.


Max AC is 18


Weapons cannot exceed 3d8.


Small One-Handed- 2d6 dmg, (3D6 sneak)(+3 dmg)


Medium One-Handed- 2d8 dmg (+3 dmg)


Two-Handed- 3d6 dmg (+4 dmg)


Polearm- 4d6 dmg (+5 dmg)


70-79- Your nation is almost unmatched in crafting items, and can forge unique items. All characters can now have a magical weapon. You have so many weapons and armor, that each man can have as many and any kind of weapon they want.


Max AC is 18


Weapons cannot exceed 4d8.


Small One-Handed- 2d8 dmg, (3D8 sneak) (+4 dmg)


Medium One-Handed- 2d10 dmg (+4 dmg)


Two-Handed- 3d10 dmg (+5 dmg)


Polearm- 4d8 dmg (+5 dmg)


80+ Fuck you Thelgirm, you dont get shit


How The "Mechanics" should work





(( I have removed the "]" so it doesn't go do the code


[Tabs


[tab=Warfare Categories; Army: (1/2 Ranged + 1/2 Melee + 1/2 Magic) Navy: (1/2 Warshpis + 1/2 Boarding Ships + 1/2 Transport Ships) Scouts: (1/2 Rangers + 1/2 Horseback + 1/2 Infiltrators) Assassins: (A select few that are able to change the tide of wars. They directly attack leaders.) Guards: (Men who defend their leaders and cities.) Sub-Categories; Army [list [*]Ranged: (For every point you put in here, you gain +5,000 archers for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[*]Melee: (For every point you put here, you either +10,000 soldiers, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[*]Magic: (For every point you put here, you either +1,000 magic users, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[/list


Navy


[list


[*]Warships: (For every point you put in here, you gain +10 ships.)


[*]Boarding Ships: (For every point you put here, you gain +50 ships,.)


[*]Transport Ships: (For every point you put here, you gain +50 ships.)


[/list


Scouts


[list


[*]Rangers: (Used to plot out the land. +50 rangers for every point spent, +2 stat points (Max +6)


[*]Horseback: (Used to locate the enemy. +50 scouts, +5% accuracy for every point spent)


[*]Infiltrators: (Used to determine what enemy leaders are doing. For every point spent, +1 infiltrator, infiltrator gains +2 stat points (Max +6).)


[/list


Assassins


[list


[*]Killers: (Kills a target during the night, using sneak attacks. For every point, +1 assassin. Assassins have -4 to strength points, +4 to sneak points automatically.)


[*]Watchers: (Keep eyes on a target, determines their location. For every point spent, +1 watcher.)


[/list


Guards


[list


[*]Melee: (For every point, +2,500 guards, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6.)


[*]Ranged: (For every point, +2,500 guards, for every 20 points you gain +2 stat points to use in the soldier's CS, max of +6)


[/list


[/Tab


[tab=Economics Categories; Arms: (1/2 Armor + 1/2 Weapons + 1/2 Arrows) Trade: (1/2 Outgoing + 1/2 Incoming + 1/2 Goods) Agriculture: (1/2 Food + 1/2 Farmers) Population: (1/2 Population + 1/2 Public Opinion) Subcategories; Arms [list [*]Armor: (See Overview tab for info)


[*]Weapons: (See Overview tab for info)


[*]Arrows: (For every point spent, +5 arrows per archer per archer)


[/list


Trade


[list


This will set the max amount of ingoing and outgoing trade routes you can have.


[*]Outgoing: (For every point, +1 outgoing trade route)


[*]Incoming: (For every point, +1 incoming trade route)


[*]Goods: (How much you benefit from each trade route. For every point, +1 point given and received.)


If you have 0, you will not benefit from trade. Max benefit is 20.


[/list


Agriculture


[list


[*]Fields: (For every point, a hundred acres devoted to farming, one point feeds 25,000 people. You may have less than you need, but you must RP it AND if it is too low, get Rands approval)


[*]Farmers: (For every point, 1,000 people devoted to farming, need 500 to sufficiently run one hundred ancres)


[/list


Population


[list


[*]Public Opinion: (For every point, +1 to quelling rolls against mobs (Max +10))


[*]Population: (For every point, +100,000 people.)


[/list


[/Tab


[tab=Relations Categories; Can only add up to 0, negative numbers become 0. Allies: (1/2 Benefits - 1/2 Conflicts) Enemies: (1/2 War - 1/2 Peace) Neutral: (1/2 Contracts + 1/2 Distance) Subcategories; Allies [LIST=1][*]Benefits: (1/2 Trade + 1/2 Agriculture + 1/2 Scouts)
[/LIST]

[*]Conflicts: (1/2 Army + 1/2 Navy + 1/2 Assassins)


[/list


Enemies


[list


[*]War: (1/2 Army + 1/2 Navy + 1/2 Population + 1/2 Assassins)


[*]Peace: (1/2 Trade + 1/2 Agriculture + 1/2 Scouts + 1/2 Guards)


[/list


Neutral

  • Distance: (1/2 Agriculture)
  • Contracts: (1/2 Trade + 1/2 Scouts + 1/2 Arms)
    [/list
    [/Tab
    [/Tabs


[/tab][/tab][/tab]
 
Last edited by a moderator:
[QUOTE="Cookie the Brave]When the host of an RP uses big text is when you know shit's going down..

[/QUOTE]
May not get that Wine after all........
 
@Rand what do you think of my suggestions? I feel It gives naitosn like THelgirm a good but nto OP advantage, I can tweak it some more fi you believe natiosn like Thelgirm don't get enough of an advantage
 
Hmmm. 80+ seems legit. Lol jk man. I realize that I am being an asshole here, so here is my plan.


Everyone take a day off. @ 12 PM tomorrow, we will tweak everything. We will discuss and vote on every tiny detail that this RP has to offer, so that everyone understands what is happening.


 
Basically. EVERYONE HAS THE DAY OFF! (ovO)
 
Last edited by a moderator:
Rand said:
Hmmm. 80+ seems legit. Lol jk man. I realize that I am being an asshole here, so here is my plan.
Everyone take a day off. @ 12 PM tomorrow, we will tweak everything. We will discuss and vote on every tiny detail that this RP has to offer, so that everyone understands what is happening.


 
Basically. EVERYONE HAS THE DAY OFF! (ovO)
My day off will be spent creating a massive list of how I think everything should work.
 

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