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Last Updated 6/18/2014
Character Level System:
Classless
Focused Specialties
Modifiable Character Attributes
Using Skill/Ability Helps Level Said Skill/Ability
Disarm, Equipment Limitations
XP Purchases
Stored XP
Hidden Level
Tiered Skills/Abilities
Mentoring System
Born Under Sign (Bonuses)
Skill Tree
Skill/Ability Specialization
Increased Skill/Ability Point Cost
Primary Attributes 6 vs 3
Minimum XP Gain for Level than PC level
Ability Cool Downs

Magic System:
Upgradeable Spells By Leveling and Books
Directional Facing For Abilities
Resistance,Fizzles, Rebound
Min and Max ranges
Zone System:
Zones based on Level
Zones that Scale to Level
Monsters:
Progressive Monsters based on Zone
Bosses
Elite
Legendary
Get your Gear when you Die
Items they use, you can get
Multiple Enemies can engage on all sides
Standard Fantasy Monsters
Combat:
Dodge Attacks
Target Attacks
Block Attacks
Tile by Tile Movement
Restricted Friendly Fire
1 Persona per Tile
Ranged Weapon Distance based Hits
Direction based ranged Attacks
Weapon Max Distance
Critical Failures
Deflected Range Weapons
Critical Hits
Penetrating Hits
Terrian Effects Combat,Movement,Etc.
Attacks Based on Skill and Player Control
Wild Shots
Terrian Effects
Status Effects
Damage Types
Fast Travel : Way Points/Town Portals/Relay Stones
Still Able to "Slow Travel" and Explore
Starting Occupations: Slave, Criminal, Volunteer
Alignment Slide System
Limited amount of Restarts
Aura based on Alignment
Pets/Familiars
Item Durability
Diablo II like Item Drops
LoZ:Link to the Past Style, with a KoA Steal System
Destructable Items

General:
Multiplayer
Hardcore Mode
Death is not a Meaningless Game Mechanic
Replayability
Set Number of Lives/Respawns
Complex Conversations
Ability to Investigate
User Configurable Movement
Square Grid Movement
~60 Degree View Points
Transition View Point for Bosses
Entities are Body Blockers with a Key to Push them Away[With Exceptions]
Alignment Modifier for Rep

World:
Start with Medium Size World
Randomized Dungeons
Open World
Faction System
Limited Visibility at Night/Dungeons/Dark Areas
Early Renaissance Era[Muskets and Flintlock Pistols]


Story:
PC Chosen to Clean up after Previous Heroes' Victory
Secondary Groups Trying to Bring back the Big Bad
7 Items of Power
Multitiered Choice Based Quest System
MultiArc Story Lines
MultiBranch Quests
Hidden Story Arcs
Conversation System with "Over Hear" Qualities depending on Range. Self thought bubbles that ask
questions based on "Over Heard" Words



Possible Skill Sets:
Skills
Knowledge
Athletics
Offense
Defense
Ability[Magic]
Craft
Sensory
Language
Negotiation
Visibility:
Torch : 1 Square in front @ 100% visibility, 2 Squares in front @ 50% Visibility
Lamp: 1 Square in front @ 100% visibility, 2 Squares in front @66% visibility, 3 squares in front @

33% visibility
Halo Above head Light: 1 Square in all directions @ 100% visibility, 2 squares in all directions @

50%

visibility
Daylight/Open Door: 1 Square width from door to wall @ 100% visibility, 2 square with @ 50%
Daylight/Open Window: 1 Square Width Around window @ 100%, 2 @ 66%, 3 @ 44%

Spell Models:
Wall: Point of Origin, then Like a Line
Burst: Point of Origin, Radiating outward single square in 4 directions, no Adjacent squares
Summon : Fixed Place/ Placed
Ranged: As Ranged Weapon Rules
AOE: Square, Size based on Level
Cone: 90 Degree Arc
Line: 1 Square In from of PC, Out to Max Range
Arc: 180,90,45 Degree. Point of Origin out to Max with Adjacent Squares to Fill Arc Degree
Sphere: Point of Origin, Squares with Adjacent Squares out to Max
Nova: Point of origin, 360 Degree out, 1 Square Moving at a Time


Damage types:
Fire
Cold
Poison (Dot)
Force
Electricity
Physical
Spirit (Healing)
Disease (Dot,Longer Duration)
Sonic
Bleed (DoT Until Healed)
Radiation (Super DoT)


Standard:
Head
Chest
Shield
Weapon 1
Weapon 2
Necklace
Ring 1
Ring 2
Back

Addendium:
Boots
Pants
Belt
Gloves


Contributers:
Betawar
Reohnxxv
alapee
rgfirefly24
modi123_1
ntwiles
depricated
AdoTheLimey
BBeck

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