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12.03.2004, 14:28 #1
Antaeus
Beiträge: 3
Gothic PnP - Gothic PnP
Hi everybody, I'm new here.
First of all, sorry for talking English in a German forum, but my knowledge of the german language is too limited to make any kind of decent conversation.

Anyhow, those who've been to the outcastii.net forums might know me as the main creator of a PnP (Pen-and-Paper) version of Appeal's action-adventure Outcast.

I've now begun a project to to make a PnP version of Gothic. There have to be some modifications though, especially regarding the conversion from real-time to turn-based (as PnP RPG's just don't run real-time).

So below is a summary of what I have come up with so far, please note the addition of the SPEED attribute.

Attributes
Strength: Strength is required to use heavier melee weapons, and Strength is also added to a melee weapon’s damage when a critical is made.

Dexterity: Dexterity determines the range and accuracy at which a character can make a ranged attack. Dexterity is added to the damage if the character makes a critical.

Speed: Determines a characters movement speed, total number of Moves and ability to dodge ranged attacks. Every 10 ranks in Speed will allow a character to make 1 move. 1 move counts as moving 1 hex, blocking, or making 1 attack. Certain spells may take multiple moves to cast. Also, characters with a high speed also have a higher initiative rating. A character with Speed 65 may act before a character with speed 50.


Melee
One-Handed
Novice: can make a total of two attacks, if character has enough Moves.
Fighter: can make a total of four attacks, if character has enough Moves.
Master: can make a total of six attacks, if character has enough Moves.

Two-Handed
Novice: can make a total of 1 attack, if character has enough Moves.
Fighter: can make a total of 3 attacks, if character has enough Moves.
Master: can make a total of 5 attacks, if character has enough Moves.

Ranged
Bow
Novice: Can make one attack, if character has enough Moves.
Fighter: Can make two attacks, with one move to reload between shots, if character has enough
Moves.
Master: Can make three attacks, with one move to reload between shots, if character has
enough Moves.

Crossbow
Novice: Can make one attack
Fighter: Can make two attacks, with two moves to reload between shots, if character has
enough Moves.
Master: Can make two attacks, with one move to reload between shots, if character has
enough Moves.


Combat
Initiative: During the first turn, every participant declares his Initiative, which equals his speed. The character with the highest Initiative may act first.

Yielding: A character may choose to use one of his Moves, or all of them, later during the turn, thus allowing characters with a lower Initiative to act first.


Blocking: A character who blocks with a melee weapon blocks a single melee attack from an opponent he is facing. The blocker’s One-Handed or Two-Handed skill (if applicable) is subtracted from the attacking character’s Melee skill for purposes of that attack. A character with enough Speed can block several sequential attacks, although these all count as separate Moves.

Melee Attacks: A character in melee always hits, unless the defender is blocking with a skill higher than his appropriate melee skill. However, to do damage, the damage count (weapon’s damage if not a critical, weapons damage plus Strength in case of a critical), must be higher than the target’s defence against normal weapons (or magic / fire in case of enchanted weapons). As such, the target’s defence against normal weapons (or magic/fire in case of enchanted weapons) is subtracted from the damage done.

Ranged Attacks: A character using a ranged attack must roll his Bow or Crossbow skill against a character’s Speed. If the roll is lower, the character misses, if the roll is higher, the attack hits, although it might still not penetrate the armour. The target’s defence against arrows is subtracted from the attacker’s ranged damage. If this turns out to be a negative result, or a 0, no damage is done. On a normal hit, the damage equals the weapon’s damage. On a critical, the attacker’s Dexterity is added to the weapon’s damage.


Now I would like to ask anybody who might be interested to help with this project. Considering this seems to be the largest and most dedicated forum to gothic, I hope I've come to the right place.

To finish, below you can find my alternate version of Gothic II, which keeps the Gothic I version intact. Of course players can use the official Gothic canon, but this provides an alternative story.

After the Nameless Hero defeated the Sleeper, the Sleeper did not die, but instead vanished trough the portal into the rest of the world. The Portal created some sort of magical connection between the Valley of Mines and the rest of Khorinis, outside of the Barrier. The Nameless Hero was not heard from ever since, although his body was not found at the site. As such, most still believe his is alive somewhere.

Because there was now a way outside of the barrier, many convicts tried their luck, but most died at the hands of the orcs that still roamed the area, or fell to the demons and guardians of the Sleeper’s temple, which seemed to spawn as fast as they could be killed. Some more capable persons did make it out however, including Lee, the leader of the Mercenaries. He had left Lares in charge of old camp along with the Rogues and a small group of Mercenaries, and took the rest of them to the portal. Although many died along the way, they did make it to the portal, and Khorinis.

Also, Chronos, Magician of Water, and Milten, the only remaining Magician of Fire, as well as Cor Angar and several Templars managed to make it trough the portal. By this time, the king had heard of the Portal, and had hastily dispatched his Paladins to keep the prisoners from escaping. Many convicts who managed to get to the portal where captured on the other side, and thrown right back into the barrier to work in the mines. The only ones that were not captured were Magicians, as they were technically not convicts, and as such, only Magicians, Paladins and those with special authorization, are allowed to travel trough the portal.

The Paladins also send a small group to investigate the barrier, but they had to flee since they were in danger of being captured by Old Camp’s Guards. Gomez knew that a group of Paladins would make a nice bargaining fee for his release from the Colony, but the Paladins were able to escape his grasp.
Gomez remains to be the leading Ore Baron, although more and more of his Diggers, and even Shadows, have deserted to New Camp or the Sect Camp, as Gomez no longer has a mine to get the ore to pay his soldiers. Although things look desperate for Old Camp, Gomez calmly states that he has made a deal which will turn the tides back in their favour.

Lares, now the leader of New Camp, has great plans. He wants to take control of Old Camp, kill Gomez and make himself the new Ore Baron. As the leader of both Old and New Camp, he would be the most powerful man inside the Barrier. However, the remaining Mercenaries oppose his plans, as they feel little compulsion to risking their lives for a mere Rogue.

At the Sect Camp, things have been bad. After the Nameless Hero drove off the Sleeper, many Followers have gone mad and fled into the hills. Those that remained bickered among them over what would become of the Camp, and who would lead them now. It was when their need was highest that their prayers were answered: Cor Angar, leader of the Templars had allowed himself to be captured by the Paladins, and returned to the colony. He had seen the outside world, and realized he could not abandon his people in their darkest hour. The rest of the Sect Camp was quick to accept him as their leader, as Cor Angar had already proven his worth more than once in the past, and they were grateful for his dedication.
12.03.2004, 17:43 #2
Antaeus
Beiträge: 3
Gothic PnP -
Well, it's not like it's going to require a great deal of work from anybody, but just the occasional advice answered and opinions given, especially towards the system and the alternate setting I'm creating.
Don't worry, I'll try to keep the original system as intact as possible, as it's a very easy yet reliable system.

And I'll post this topic at the english site as well.
Tx for the link, Blutfeuer.
14.03.2004, 18:41 #3
Antaeus
Beiträge: 3
Gothic PnP -
The thing is, I'm going to try and convert the original gothic system to a turn-based system. If anybody has any idea on how the original worked, please let me know, because right now I'm just working with how I think the system works.

Speed is important yes, and it will be for all characters. But remember that when you invest skill points in Speed, you will not be able to spend those skill points in Strength, Dexterity or Mana. In other words, you can score many weak hits, or you can score one good hit.

I think weapon speed is good the way it is, with one-handed being slightly faster than two-handed, just like it was in the game.
And I know Ranged Combat still needs to get some work done. Just remember that although you could usually score only a couple of hits with the stronger opponents in gothic, you were on your own. Gothic PnP is going to be party-based, so a ranged character can stand behind a fighter. Also, a high speed will allow a ranger to make hit and run attacks.
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