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Knights of the Chalice II

REPONDRE S'ABONNER
DAlth
Garde royal
#1
Suite logique du premier du nom ?

Pas vraiment une suite en fait, plutôt une version améliorée prévue en...work in progress.

Ce qui est certain, c'est que ce Rpg restera un jeu de combats hautement tactiques au tour par tour et que les quêtes n'auront qu'une valeur symbolique.

L'auteur a prévu de nouvelles classes :

Samurai, the Blade Master
Gladiator, the Pit Fighter
Bishop, the Hierophant
Warlock, the Battlemage
Psychic Healer, the Theurgist
Champion, the War Priest
Mage Knight, the Spell Sword
Storm Warrior, the Thunder Spirit

et des sous-races :

Player-Character Subraces

L'IA devrait être supérieure à celle de KoTC, ce qui n'est pas peu dire.

Graphiquement, ça donne ceci :







J'ai gardé le meilleur pour la fin car un nouveau style est né, le pink fantasy Boulder Dash RPG :



En même temps, l'auteur se nomme Pierre, donc...Boulder Dash...

Voici l'explication .sur cette nouvelle constellation :

Red areas = areas threatened by enemies (will trigger AOO if you want to go through them)
Green areas = areas threatened by your party members and allies
Blue arrow = you're going to take a five-foot step
Yellow arrow = the arrow that shows which character is acting (taking his turn)"

Vous l'aurez compris on est dans du work in progress
C'est au pied du troll qu'on voit mieux le troll.

Message édité pour la dernière fois le : 03/12/2015 à 17:47

Aleph
Chevalier
#2
Une IA encore améliorée ? Grand Dieu.
Même avec les explications je ne me fais toujours pas au psychédélisme pink fantasy boulder dashien.


Merci pour le thread Dalth, Inanna te le rendra.
Make RPGs great again
AbounI
Grand gobelin
#3
merci pour l'ouverture du champs.
Allons y.

Mecaniques d'initiative, et du durée d'effets de sorts quand il est question d'un nombre de tours effectifs.Tout cela sera amélioré dans cet opus

Initiative order of magic effects

Finally, a word about the initiative order of magic effects. The D&D 3.5 system is quite complicated if you think about it. Whenever an effect is applied on someone, you need to keep track of its elapsed duration from the moment it was applied, so that you will know when the effect has expired and must be removed.

KotC 1 did not really bother about this. Effects on a character had a number of rounds and this number was reduced whenever the character took his turn. This is simpler but it does mean that an effect could be over very quickly if the character took his turn soon after receiving the effect, or the effect could last longer if the character took his turn long after receiving the effect.

So in KotC 2, we now try to get closer to the original rules. Each effect has its own initiative order and the remaining number of rounds is reduced only when the order in the initiative is reached. It's fairer but more complicated.

Even terrain effects will need to have their own initiative order. In effect, they will have to be treated as additional combatants in the initiative list, though this process will be invisible to the player.

That's it for now! As you can see, much more needs to be done, but the game is taking shape slowly. Thanks for reading and please post some feedback!


Tableau des classes/ caractéristique fondamentale, et races adéquate:


Table des niveaux épique.En parenthèse, le nom de classe épique.A droite, les noms de skill fondamental associé à chaque classe



Les skills, générique et spécifique


Generic class skills

[Nature] Ranger, Druid and Storm Warrior only. Includes herbalism, tracking, animal handling, wilderness survival, geography, geology, monster identification.

[Healing] Cleric, Druid and Psychic Healer only. Includes medicine, curing, potions, diseases, poisons, antidotes.

[Arcana] Wizard, Sorcerer and Mage Knight only. Includes detect magic, spells, runes, symbols, rituals, secret codes, ancient books, ancient languages.

[Religion] Cleric, Bishop and Monk only. Includes detect evil, detect undead, gods, demons, churches, sects, temples, monasteries, history, the planes.

[Warrior] Fighter, Barbarian and Gladiator only. Includes athletics, climbing, swimming, jumping, riding, jousting, break open doors and chests, appraise weapon and armour, legendary weapons and armour, metals, intimidation, leadership, marshalling.

[Assassin] Death Knight, Rogue and Monk only. Includes critical strikes, anatomy, vital spots, autopsy, inflict pain.

[Psionics] Psionicist, Psychic Warrior and Warlock only. Includes telekinetics, telepathy, lie detection, mental suggestion, mind manipulation.

[Streetwise] Rogue, Bard and Fighter only. Includes bluff, sense motive, gather information, appraise, bargaining, underground factions, criminal organisations.

[Word of Honour] Paladin, Champion and Samurai only. Includes honour, oaths, rules, nobility, royal families, elicit trust, diplomacy, etiquette.

Specific skills

[Monk Diamond Body] includes poison detection and poison neutralisation.

[Druid Clairvoyance] includes conversing with animals, conversing with stones.

[Bard Charm] includes charming an NPC of the opposite gender, elicit courage.

[Bard Perform] includes singing, playing instruments and telling stories. Requires a musical instrument in the inventory.

[Bard Knowledge] includes knowledge of legends, heroes, famous warriors, artefacts.

[Rogue Search] includes searching for secret doors, secret buttons, hidden traps.

[Rogue Open Lock] includes lock picking and disarming. Requires thieves' tools in the inventory.

[Rogue Stealth] includes stealthy movement and hiding.

[Rogue Pick Pocket] includes stealing, sleight of hand, spot sleight of hand.

[Rogue Deception] includes forgery and disguise.

[Half Giant] includes picking up, pushing and moving extremely heavy items.

[Drake Glide] A Drake can use its vestigial wings to jump across a long distance or descend to a lower level smoothly. This ability does not work when the Drake is surprised.

[Small Size] includes gaining access to tunnels that are too narrow for bigger races.

[Dwarf Sense] includes detect secret stone doors, detect sliding stone walls, detect gold, detect gems and appraise gems.

[Ranger Stealth] includes stealthy movement through forested terrain.

[Ranger Hunting] includes knowledge about wilderness traps and wilderness hunting.

[Paladin Purity] includes the ability to detect evil creatures and detect evil magic.

[Human Diplomacy] Humans are particularly good at diplomacy, negotiation and influencing others.

[Elf Search] Includes Detect Secret Doors and Detect Secret Compartments.

[Centaur Endurance] A centaur can perform prolonged physical tasks without getting tired.

[Mantis Light Sleep] It is particularly difficult to surprise a sleeping mantis.

[Half Salamander Sense] Half Salamanders are particularly sensitive to changes in temperature and they can detect sources of heating and cooling from far away.



Les régles pour le gain de niveau au dela du 20eme
Each level gained above 20 provides the character five extra Hit Points and one permanent ability-score bonus point selected by the player. In addition, an extra feat is awarded at level 21 and every three levels afterwards (such as 24, 27 and 30).

Levels above 20 do not provide any new spell picks, new spell slots (beyond the ones granted by the Intelligence, Wisdom or Charisma bonus), increases in power points, increases in the base attack bonus, increases in the number of attacks, increases in sneak-attack damage, or any other improvement in the special abilities gained from level 1 to level 20.

However, effects that benefit directly from a higher level (like the number of bard-ability uses, or the wizard's spell resistance) do receive the benefit from the level increase.

Classes with a prefix keep their prefix after reaching level 20. For example, a Red Wizard becomes a Red Archmage. An Earth Druid becomes an Earth Archdruid.

The gold cost of levelling up is equal to 1,150 times the current level of the character. A character cannot advance in levels if the party does not have enough gold for that character's training. For example, reaching level 2 costs 1,150 gold per character, while reaching level 3 costs 2,300 gold, reaching level 5 costs 5,750 gold, reaching level 10 costs 11,500 gold and reaching level 20 costs 23,000 gold


Et ouaip, gagner un niveau allègera les bourses, même celle d'Etienne

Les armes:

14 groupes d'armes différentes



et leur longue liste à rallonge



et la table des modif des dégats selon leur taille




Fighting with a weapon that you are not proficient with results in a penalty of -4 on attack rolls with that weapon. Unarmed fighting does not trigger attacks of opportunity. All creatures have the Simple Weapons proficiency. Creatures that have a natural weapon other than Fists also receive the Natural Weapons proficiency for free. Wizards and other casters are automatically proficient with touch attacks and touch attacks are not part of any weapon group.

In addition to standard materials, weapons can be made in Silver, Cold Iron, Adamantine, Eternium and Crystal. Silver, Cold Iron and Adamantine weapons are used to bypass the Damage Reduction of monsters, while crystal weapons offer a +1 bonus to attack rolls and eternium weapons offer a bonus to damage rolls (+1 for light and one-handed weapons and +2 for two-handed weapons).

Silver weapons cost 1,000 more, while Cold Iron weapons cost 5,000 more, Adamantine weapons, 10,000 more, Crystal weapons, 20,000 more, light and one-handed Eternium weapons, 7,500 more, and two-handed Eternium weapons, 15,000 more.

Enchantments cost an additional 2,000 gp per enchantment point on Cold Iron weapons, 1,000 gp per point on Adamantine weapons and armour, 425 gp per point on Silver weapons, 750 gp per point on Mithral armour, 2,500 gp per point on Eternium weapons and armour, and 3,000 gp per point on Crystal weapons. Damage rolls with Silver weapons are always reduced by one point. Weapons and armour made in a special material are always of masterwork quality.

Reach Weapons: The base reach of a creature usually depends on the space the creature takes. Small and Medium sized creatures and Half-Giants occupy a single five-foot square and they have a base reach of five feet (one square). Large creatures occupy a ten-foot area (2x2 squares) and they have a base reach of ten feet (two squares). Huge creatures occupy a fifteen-foot area (3x3 squares) and they have a base reach of fifteen feet (three squares). Gargantuan creatures occupy a twenty-foot area (4x4 squares) and they have a base reach of twenty feet (four squares).

Wielding a reach weapon as primary weapon increases the creature's reach by five feet for all of the creature's weapons, including natural weapons like a bite and extra claw attacks, and non-reach manufactured weapons. For example, if a Kobold wields a Glaive, his reach increases to ten feet (two squares) for both his Glaive attacks and Bite attacks. You can also combine reach and non-reach manufactured weapons using the feat Oversized Two-Weapon Fighting. All weapons held by the creature will then benefit from reach if the weapon held in the primary right-hand slot is a reach weapon.

A large creature wielding a reach weapon benefits from an increase of one square in its reach. For example, a troll wielding a Glaive has a reach of three squares for both his Glaive attacks and Bite attacks.


Et la les bourses seront vidées des qu'il s'agit d'enchantements...En attendant de s'attaquer à ce domaines, après les armes viennent les armures

Armures

règles des pénalités:
The reflex penalty applies to the reflex saving throw bonus and, when wearing armour without the correct proficiency, to attack rolls. Somatic spells can be cast with the shield hand if the shield is a Light Shield but not if it is a Heavy Shield or Tower Shield. Using a Tower Shield imposes a -2 penalty on the character's attack rolls, due to encumbrance.


Les matériaux

Masterwork armour costs 50% more (always 300 more at the least) and reduces the reflex penalty by one point. Weapons and armour with a magic enhancement bonus are always masterworks. Weapons and armour made in a special material are always masterworks, too. Each armour type except Leather and Hide can exist in Mithral, Adamantine and Eternium versions.

Mithral armour increases the Maximum Dexterity Bonus by two points. The increase in price is 5,000 for Light Armour, 10,000 for Medium Armour and 15,000 for Heavy Armour.

Adamantine armour provides damage reduction DR x / adamantine and magic. The amount provided by each armour type is given in the chart. The increase in price is 10,000 times the DR amount. Weapons can be made in adamantine at an added cost of 10,000. These weapons are used to bypass damage reduction.

Eternium armour provides a +1 bonus to AC. The increase in price is 10,000 for light armour, 20,000 for medium armour and 30,000 for heavy armour. Weapons can be made in eternium at an added cost of 7,500 for light weapons and one-handed weapons or 15,000 for two-handed weapons. Eternium weapons provide a damage bonus of +1 for light weapons and one-handed weapons, or +2 for two-handed weapons.

Weapons can also be made in silver, cold iron or crystal. A cold iron weapon costs 5,000 more and is used to bypass damage reduction. A silver weapon costs 1,000 more, suffers a penalty of -1 to damage, and is used to bypass damage reduction. A crystal weapon costs 20,000 more and offers a +1 bonus to attack rolls with that weapon. All weapons and armour made with a special material cost more to enchant than standard items. The cost increase depends on the material.


Voix off : "Vous devez remplir votre bourse avant d'aller plus loin"

Les enchantements d'armes et d'armure

De+1 à +5

Pour enchanter, forger armes ou armure, ou bien recharger une baguette, il sera nécessaire de faire appel à un NPC de classe Druid, Cleric, Sorcerer, Wizard, Warlock ou Psychic Healer.

Enchantment Requirements:
As well as the gold and experience-point cost, adding an enchantment requires the expenditure of a magic diamond which the party must be holding. The diamond's type depends on the enchantment's cost. For a +1 enchantment, you need a single Air Diamond. For a +2 enchantment, you need a single Water Diamond. For a +3 enchantmnet, you need a single Earth Diamond. For a +4 enchantment, you need a single Fire Diamond. For a +5 enchantment, you need a single Star Diamond. Armour enchantments cost as much as weapon enchantments in terms of diamonds, gold and experience points.


Recharging requirement

Recharging a wand requires the expenditure of one or two magic diamonds, depending on the level of the spell associated with the wand.
- For a spell of level 1, you need a single Air Diamond.
- For a spell of level 2, you need a single Water Diamond.
- For a spell of level 3, you need a single Earth Diamond.
- For a spell of level 4, you need a single Fire Diamond.
- For a spell of level 5, you need a single Star Diamond.
- For a spell of level 6, you need one Star Diamond and one Air Diamond.
- For a spell of level 7, you need one Star Diamond and one Water Diamond.
- For a spell of level 8, you need one Star Diamond and one Earth Diamond.
- For a spell of level 9, you need one Star Diamond and one Fire Diamond.


Crafting Requirement

Forging a new weapon or armour usually requires an ingot. For leather and hide armour, you do not need any ingot. For an item made with standard materials, you need a single steel ingot. For an item made in adamantine, you need a single adamantine ingot. For an item made in eternium, you need a single eternium ingot. For an item made in crystal, you need a single crystal ingot. For an item made in silver, you need a single silver ingot. For an item made in cold iron, you need a single cold iron ingot.


List of weapons Enchantments:

Greater Phasing, price 5: Your weapon ignores 15 points of Damage Reduction.

Draining, price 5: Upon hitting, the victim must succeed on a Fortitude saving throw of DC 20 or receive one permanent negative level. The effect is cumulative.

Drinker, price 5: On a successful hit, the wielder gains 1d6 temporary HP that are drained from the target. Only for slashing melee weapons.

Disrupting, price 5: Upon hitting, the target’s AC is reduced by one point (to a minimum of zero) until the end of combat. No save.

Coup De Grace, price 5: Whenever you deal a critical hit, the victim must succeed on a Willpower saving throw of DC 22 or be paralysed (held) for 1d4 rounds. The victim gets a new saving throw each round.

Force, price 4: Whenever you deal a critical hit, you deal a number of points of force damage equal to four times the weapon’s basic damage (e.g. 4d8 for a longsword).

Vorpal, price 4: Only for slashing melee weapons. Whenever you deal a critical hit, the base damage increases by a number of points equal to 10 times the weapon's critical multiplier (e.g. 20 for a longsword).

Destruction, price 4: The weapon’s base damage increases by 3d6.

Greater Defending, price 4: Only for melee weapons. Provides a +4 shield bonus to AC.

Brilliant Energy, price 4: Not for ranged weapons. Your weapon ignores all armour and shield AC bonuses, and you can still damage the undead and constructs.

Blinding, price 4: Upon hitting, forces a Willpower saving throw of DC 18. Failing it means the creature is blinded for 1d6 rounds.

Skewer, price 4: You trigger a critical hit whenever the attack roll exceeds the target’s AC by five or more. You still need to confirm the critical.

Weakening, price 4: Upon hitting, reduces the target's Strength by one point (up to one). This is an ability drain which can be removed with a few spells, including Greater Restoration.

Hindering, price 4: Upon hitting, reduces the target's Dexterity by one point (up to one). This is an ability drain which can be removed with a few spells, including Greater Restoration.

Stunning, price 3: Only for bludgeoning weapons. Whenever you deal a critical hit, the victim must succeed on a Fortitude saving throw of DC 18 or be stunned for 1d2 rounds.

Tripping, price 3: Upon hitting, forces a Reflex saving throw of DC 16. Failing it means the creature is prone.

Swift, price 3: Provides one extra attack at the full BAB. The extra attack is with the weapon that has the Swift enchantment. You must use the full-attack action to benefit from this. The effect stacks with Haste.

Life Stealing, price 3: Only for slashing melee weapons. Upon dealing a critical hit, your weapon bestows a negative level on the victim and provides 1d6 temporary Hit Points to the wielder. Weapons with a critical multiplier higher than two bestow additional negative levels and provide more temporary Hit Points. The effect is cumulative.

Wounding, price 3: Upon hitting, reduces the target’s Constitution by one point. This is an ability damage which can be removed with spells like Lesser Restoration.

Slowing, price 3: Upon hitting, forces a Willpower saving throw of DC 16. Failing it means the creature is slowed for 1d4 rounds.

Dispelling, price 3: Upon hitting, casts Greater Dispel on the magic effect of highest caster level existing on the target. The wielder's character level is used for this check.

Knockback, price 2: Only for ranged weapons. Upon hitting, the victim must succeed on a Strength check of DC 14 or be pushed back along the projectile's trajectory by one square. The creature is only pushed back if the target square is empty.

Giant Sized, price +2: The weapon deals base damage as if it was one category larger, without penalty to the wielder. For example, a Giant Sized Greatsword would deal 3d6 points of base damage, rather than 2d6.

Sickening, price +2: Upon hitting, forces a Fortitude saving throw of DC 14. Failure means the victim is sickened for 1d4 rounds.

Exit Wound, price +2: Only for ranged weapons. Whenever a second creature can be found along the line of trajectory of your ranged attack, past the target creature, then your ranged attacks have the potential to affect both the target and the second creature. There will be a separate attack roll for each creature. The second creature will benefit from a soft cover bonus from the first creature.

Valorous, price 2: Your weapon’s base damage is doubled on a successful attack conducted as part of a charge. For example, a longsword would deal an extra 1d8 points of damage. Only for melee weapons.

Disarming, price 2: Upon hitting, forces a Reflex saving throw of DC 14. Failing it means the creature is disarmed.

Phasing, price 2: Your weapon ignores six points of Damage Reduction.

Snaring, price 2: Only for ranged weapons. Target must succeed on a Reflex save of DC 14 or become entangled and stuck for 1d4 rounds, or until it breaks free (Strength check DC 16).

Holy, price 2: Can't combine with unholy. Your weapon becomes good-aligned and it deals 2d6 holy damage to evil creatures. When they attack with a holy weapon, characters of Good alignment also receive a +1 aligned bonus to damage rolls versus evil creatures. Aligned bonuses do not stack with each other.

Unholy, price 2: Can't combine with holy. Your weapon becomes evil-aligned and it deals 2d6 unholy damage to good creatures. When they attack with an unholy weapon, characters of Evil alignment also receive a +1 aligned bonus to damage rolls versus good creatures. Aligned bonuses do not stack with each other.

Axiomatic, price 2: Can't combine with anarchic. Your weapon becomes lawful-aligned and it deals 2d6 axiomatic damage to chaotic creatures. When they attack with an axiomatic weapon, characters of Lawful alignment also receive a +1 aligned bonus to damage rolls versus chaotic creatures. Aligned bonuses do not stack with each other.

Anarchic, price 2: Can't combine with axiomatic. Your weapon becomes chaotic-aligned and it deals 2d6 anarchic damage to lawful creatures. When they attack with an anarchic weapon, characters of Chaotic alignment also receive a +1 aligned bonus to damage rolls versus lawful creatures. Aligned bonuses do not stack with each other.

Flaming Burst, price 2: Your weapon deals an additional 2d6 fire damage on successful hits. Flaming Burst weapons automatically include the Flaming enchantment. Can't be combined with other elemental effects except Flaming and Flaming Splash.

Icy burst, price 2: Your weapon deals an additional 2d6 cold damage on successful hits. Icy Burst weapons automatically include the Frost enchantment. Can't be combined with other elemental effects except Frost and Icy Splash.

Shocking Burst, price 2: Your weapon deals an additional 2d6 electricity damage on successful hits. Shocking Burst weapons automatically include the Shocking enchantment. Can't be combined with other elemental effects except Shocking and Shocking Splash.

Acidic Burst, price 2: Your weapon deals an additional 2d6 acid damage on successful hits. Acidic Burst weapons automatically include the Acidic enchantment. Can't be combined with other elemental effects except Acidic and Acidic Splash.

Undead Destruction, price 2: Only for bludgeoning weapons. Upon hitting an undead creature, forces a Willpower save of DC 14 to avoid destruction.

Flaming Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 fire damage to the target and all adjacent creatures. Can’t be combined with other elemental effects except Flaming and Flaming Burst.

Icy Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 cold damage to the target and all adjacent creatures. Can’t be combined with other elemental effects except Frost and Icy Burst.

Shocking Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 electricity damage to the target and all adjacent creatures. Can’t be combined with other elemental effects except Shocking and Shocking Burst.

Acidic Splash, price 2: Only for ranged weapons. On a successful hit, the projectile deals 2d4 acid damage to the target and all adjacent creatures. Can’t be combined with other elemental effects except Acidic and Acidic Burst.

Defending, price 2: Only for melee weapons. Provides a +2 shield bonus to AC.

Collision, price 2: Your weapon gains a +4 bonus to its base damage.

Shattermantle, price 1: On a successful hit, the weapon reduces the target's Spell Resistance by two points for a single round. The effect is cumulative.

Flaming, price 1: You deal an additional 1d6 fire damage. Can't be combined with other elemental effects except Flaming Burst and Flaming Splash.

Frost, price 1: You deal an additional 1d6 cold damage. Can't be combined with other elemental effects except Icy Burst and Icy Splash.

Shocking, price 1: You deal an additional 1d6 electricity damage. Can't be combined with other elemental effects except Shocking Burst and Shocking Splash.

Acidic, price 1: You deal an additional 1d6 acid damage. Can't be combined with other elemental effects except Acidic Burst and Acidic Splash.

Keen, price 1: Not for bludgeoning weapons. Your weapon’s critical range is doubled. However, if the wielder has the feat Improved Critical, then the critical range is expanded by a single point only. For example, a rapier used by a character with Improved Critical would have a critical range of 14-20. Bows confer the attribute to their ammunition.

Aberration Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Animal Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Construct Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Dragon Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Elemental Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Giant Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Magical Beast Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Monstrous Humanoid Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Ooze Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Outsider Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Undead Bane, price 1: Against foes of the designated type, the weapon's enhancement bonus is +2 better than the normal enhancement bonus, and the base damage increases by 2d6.

Ghost Touch, price 1: The weapon bypasses the 50% miss chance on attacks versus incorporeal creatures.

Vicious, price 1: Not for bludgeoning weapons. On a successful hit, the enchantment causes the target to bleed (it loses 1 HP per round). The damage is cumulative. It cannot exceed 10 points per round.

Barbed, price 1: Increases the weapon’s critical multiplier by one. Bows confer the attribute to their ammunition.

Distance
, price 1: Only for ranged weapons. This enchantment removes the penalty of -2 for shooting at a square located beyond 50% of the maximum range.

Entangling, price 1: Only for ranged weapons. Upon hitting the target, magical roots grow from the arrow, entangling the target for one round. No save.


List of Armour Enchantments

Fortification I, price 1: The user gains a 25% chance to avoid critical hits.

Fortification II, price 3: The user gains a 75% chance to avoid critical hits.

Fortification III, price 5: The user gains immunity to critical hits.

Invulnerability, price 3: Only for armour. The wearer gains DR 5 / magic. Each point of enhancement of a weapon bypasses four points of DR / magic. For example, a +2 weapon would bypass eight points out of DR 10 / magic.

Greater Invulnerability, price 5: Only for armour. The wearer gains DR 10 / magic.

Bravery, price 3: Only for armour. All allies in a 10' radius (including the wearer) gain a morale bonus of +1 to attack rolls.

Greater Bravery, price 5: Only for armour. All allies in a 10' radius (including the wearer) gain a morale bonus of +2 to attack rolls.

Quickness, price 2: Only for armour. The wearer gains a +5 bonus to speed.

Greater Quickness, price 4: Only for armour. The wearer gains a +10 bonus to speed.

Red, price 5: For both armour and shields. All fire damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Green, price 5: For both armour and shields. All acid damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Blue, price 5: For both armour and shields. All electricity damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Sound, price 5: For both armour and shields. All sonic damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

White, price 5: For both armour and shields. All cold damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Black, price 5: For both armour and shields. All negative energy damage is cut by 50% (after reduction from any other effects). 50% reductions from multiple sources do not stack.

Acid Resistance I, price 2: The user gains Acid damage reduction 10.

Acid Resistance II, price 3: The user gains Acid damage reduction 20.

Acid Resistance III, price 4: The user gains Acid damage reduction 30.

Cold Resistance I, price 2: The user gains Cold damage reduction 10.

Cold Resistance II, price 3: The user gains Cold damage reduction 20.

Cold Resistance III, price 4: The user gains Cold damage reduction 30.

Electricity Resistance I, price 2: The user gains Electricity damage reduction 10.

Electricity Resistance II, price 3: The user gains Electricity damage reduction 20.

Electricity Resistance III, price 4: The user gains Electricity damage reduction 30.

Fire Resistance I, price 2: The user gains Fire damage reduction 10.

Fire Resistance II, price 3: The user gains Fire damage reduction 20.

Fire Resistance III, price 4: The user gains Fire damage reduction 30.

Sonic Resistance I, price 2: The user gains Sonic damage reduction 10.

Sonic Resistance II, price 3: The user gains Sonic damage reduction 20.

Sonic Resistance III, price 4: The user gains Sonic damage reduction 30.

Spell Resistance I, price 3: Only for armour. The user gains Spell Resistance 17.

Spell Resistance II, price 4: Only for armour. The user gains Spell Resistance 22.

Spell Resistance III, price 5: Only for armour. The user gains Spell Resistance 27.

Vitality I, price 2: Only for armour. Increases the Hit Points of the wearer by 10.

Vitality II, price 3: Only for armour. Increases the Hit Points of the wearer by 20.

Vitality III, price 4: Only for armour. Increases the Hit Points of the wearer by 30.

Fire Defence, price 3: Opponents hitting the character in melee take 1d4 fire damage. Can't be combined with other elemental damage. Only for armour.

Greater Fire Defence, price 5: Opponents hitting the character in melee take 1d6 fire damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Cold Defence, price 3: Opponents hitting the character in melee take 1d4 cold. Can't be combined with other elemental damage. Only for armour.

Greater Cold Defence, price 5: Opponents hitting the character in melee take 1d6 cold damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Electricity Defence, price 3: Opponents hitting the character in melee take 1d4 electricity damage. Can't be combined with other elemental damage. Only for armour.

Greater Electricity Defence, price 5: Opponents hitting the character in melee take 1d6 electricity damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Acid Defence, price 3: Opponents hitting the character in melee take 1d4 acid damage. Can't be combined with other elemental damage. Only for armour.

Greater Acid Defence, price 5: Opponents hitting the character in melee take 1d6 acid damage + 1 per two character levels. Can't be combined with other elemental damage. Only for armour.

Death Ward, price 4: For shields and armour. The user gains immunity to death effects.

Resilient, price 4: For shields and armour. The user gains immunity to disintegration effects.

Spiked, price 2: Only for armour. Grappling opponents take 1d6 piercing damage per round. This damage automatically bypasses all Damage Reduction.

Draconic, price 1: Only for armour. Provides a +2 circumstance bonus to AC against attacks from creatures of the Dragon type. Circumstance bonuses stack with each other.

Arrow Protection, price 1: For shields and armour. Provides a +2 circumstance bonus to AC versus Ranged attacks (but not touch attacks). Circumstance bonuses stack with each other.

Mirror, price 1: For shields and armour. Provides a +2 circumstance bonus to Armour Class versus ranged touch attacks. Circumstance bonuses stack with each other.

Light Weight, price 1: Only for armour. Reduces the item's weight by 80%. The item’s penalties remain unchanged.

Ghost Ward, price 1: For shields and armour. The Armour Class bonus provided by the item counts against incorporeal attacks.


Qui reprend la suite?
Ejected

Message édité pour la dernière fois le : 03/12/2015 à 21:58

DAlth
Garde royal
#4
Une vraie dissertation Bouni.
C'est au pied du troll qu'on voit mieux le troll.
targus
Paladin
#5
Ce serait plus simple de mettre le lien que de faire des copier/coller, à moins de les traduire...
http://www.heroicfantasygames.com/FWE/Pages/FWE_Title.htm
DAlth
Garde royal
#6
On est d'accord targus mais Abou a le sens du détail et puis traduire, dans la mesure où le jeu sera en anglais, est-ce que ça présente un intérêt ?
C'est au pied du troll qu'on voit mieux le troll.
AbounI
Grand gobelin
#7
Plus simple, certainement Targus, plus clair, également.
Mais pour ceux qui connaisse le projet, c'est aussi inutile que mon post marathonien, puisque nous le savons déjà.
Le but du thread est donc de faire la prez du projet pour ceux qui souhaite en apprendre plus, et montrer ce qu'il aura dans le ventre (OGL3.5)
Alors, coller juste 12 ou 13 ligne de liens, ce n'est pas plus explicatif, ni même invatitif que de donner le tout clairement.
L'expérience du net prouve qu'un post trop long est chiant, et des post avec de trop nombreux hyperlink sont souvent ignorées.Alors on fait comment pour présenter les règles de bases/avancées?
Ejected
Aleph
Chevalier
#8
Toutes ces nouvelles races, classes... La phase de création des perso' promet d'être débridée.

Oui, le but premier est de faire connaître le projet. Proposer une longue litanie de liens serait contre-productif.
Make RPGs great again
Gaek_Shao
Chevalier
#9
Eh bé, sympathique projet.

Je viens de voir qu'on pouvait associer RPG et Boulder Dash (jeu où j'ai passé de très nombreuses heures, il y a ..... longtemps, faudrait que je le retrouve pour mettre sur le portable....).

C'est du tactique genre icewindale ou blacksguards, ou rpg ?

Let me sleep all night in your soul kitchen, : The Doors
Aleph
Chevalier
#10
Cela n'a rien de commun avec Icewind Dale. ID se base sur ADD2è, KOTC sur DD3.5; ID est en temps réel et KOTC est en tour par tour. Je pense que c'est important d'insister sur ce point, l'intérêt premier de KOTC c'est les combats (comme les ID me diras-tu) . Combats tactiques, exigeants, diaboliques; l'IA est vicelarde, sournoise, fourbe et devrait être améliorée dans KOTC 2.
Si ça t'intéresse, une démo du premier est disponible sur le site du développeur.

Make RPGs great again
DAlth
Garde royal
#11
C'est un jeu de combats tactiques et sur ce point il est comparable à Blackguards, mais les règles de D&D 3.5 s'appliqueront à KOTC 2, ce qui n'est pas le cas pour Blackguards.
C'est au pied du troll qu'on voit mieux le troll.
Aleph
Chevalier
#12
Et une petite vidéo de gameplay pour KotC 2.




Make RPGs great again
Phoenix
Paladin
#13
C'est quand même marrant ce changement de style, assez radical d'ailleurs comparé au 1 qui avait un ptit côté Ultima VII que je préfère d'ailleurs.

La en fait dans celui la ça fait beaucoup plus simpliste, voir un ptit côté jeu de plateau, pions etc, alors pour le coup on a du mal a croire que c'est une "suite", mais en le prenant à part, ça semble quand même pas mal.
Je n'ai d'ordres à recevoir de personne, pas même d'une déesse !!

Message édité pour la dernière fois le : 10/03/2016 à 10:02

AbounI
Grand gobelin
#14
Et une petite vidéo de gameplay pour KotC 2.






Comme cela sera bon

Ejected
Aleph
Chevalier
#15
J'avoue que le changement m'avait initialement laissé perplexe, mais voyant cette phase de gameplay, subodorant les améliorations qui arriveront sans aucun doute, je dois dire que tout scepticisme s'est envolé.

Les combats gagnent en clarté. Mais oui, c'est toujours moche. M'en fous.

Mais j'avoue en accord avec certains codexiens que cette guitare électrique sur la vidéo, c'est ... bof .... :)
Make RPGs great again
DAlth
Garde royal
#16
Visuellement on dirait un remake d'Othello et de "Il était une fois...la vie" , mais c'est une panade qui me fait saliver...
C'est au pied du troll qu'on voit mieux le troll.
Aleph
Chevalier
#17
Comme le note Felipepepe sur le Codex l'ensemble a l'air de toute façon assez facilement moddable, si d'aventure la communauté s'amuse à en créer. :)
Make RPGs great again

Message édité pour la dernière fois le : 10/03/2016 à 14:31

AbounI
Grand gobelin
#18
On notera que l'interface est très claire, tout comme les différents écrans de feuilles de perso (sauf peut être la police, ou alors ça vient de la vidéo et de sa résolution baveuse)
Dommage que la partie exploration n'en montre pas plus.j'aurais aimé voir des interactions avec objets, pièges etc etc
Ejected
Aleph
Chevalier
#19
Je pense que c'est lié à la résolution.

Il est vrai que la partie explo' a l'air minimale. Je vais fouiner sur le forum d'heroic fantasy games.


Première recherche, résultat : il va inclure des "romances".

"Romances and the avatar

Romances between the main character and an NPC seem quite popular in CRPGs like Baldur's Gate 2, so I wanted the game to support that. For it to work, there has to be a main character. However, party-based games do not have a permanent main character.

So I've decided that one of the characters created by the player will be the player's avatar, the main character. It is selected in the party-creation screen and cannot be changed afterwards. This way, whenever NPCs say something personal, it is intended to be addressed to the avatar character. Romance dialogue scripts will have to check that the avatar character is not dead, though."





PS : Bien que j'aie acheté KotC je suis tout à fait incapable de voir certaines updates... Camarades, camarades, aidez-moi.

Edit : Image de la carte du monde.

Make RPGs great again

Message édité pour la dernière fois le : 10/03/2016 à 20:07

AbounI
Grand gobelin
#20
Behold !!

La 1ere update de l'an 2017 pour ce projet de fou. Avec en toute fin, une info toute croustillante qui sent bon l'Incline.

Z'êtes prêts ? Prenez un peu d'aspirine, au cas où...


Combat Maneuvres


All the combat maneuvres, such as Trip, Disarm and Sunder, have been implemented (except Distract, which I may leave aside completely), as described in the page about feats. With the right feats, they can be performed as a free action when taking an attack of opportunity. Enemies can do that too, of course. So, for example, you can use Trip as an AOO, just like the original rules of D&D 3.5 allow.

You choose the action to take during AOOs in the character's Spec screen (Specifications). From that screen, you can also access a new screen which I have created for the wizard/sorcerer transformation (see screenshot). It's a simple screen showing whether you meet the requirements or not.








Additions to the Editor


In the spell editor, I've implemented a previewer allowing to preview the graphical effects of the spell you are editing. Basically the previewer launches an empty module and executes a script that casts the spell currently being edited, and then it returns to the spell editor. See the first picture below, that's the previewer.

In the module editor and the game, I have implemented shortcut keys to toggle between the editor and the game easily. If you use the key during the game, it makes a quick save and then opens the editor at the position that you were at in the game. If you use the key in the editor, it loads the quick save and launches the game from the saved position.







Implementation of Spells


Aside from these things, I have mostly been working on the implementation of spells. I have also re-introduced spell icons using a style similar to that of KotC 1 spell icons. In the game settings, you can now choose how to display spells in the spell book: with text or icons.

I've been focusing on some of the most complicated spells, including Dispel Magic and Grease. The spells that I have implemented are Burning Hands, Chromatic Orb, Grease, Sleep, Hypnotic Pattern, Web, Dispel Magic, Electric Sphere, Fireball, Haste, Lightning Bolt, Slow, Energy Wall and Prismatic Wall.

Prismatic Wall is complicated due to the variety of effects, while Energy Wall is complicated because it allows to select the type of energy of the wall. Chromatic Orb has a variety of effects and, with the feat Orb Master, the player character can select the effect. See the Wizard's page for details about spells.

Grease is very complicated in its effects because, potentially, several creatures may be falling down and sliding over several squares. Anyway, it's implemented and I think it will be a really fun spell to use, especially with 'Widen' metamagic. The first screenshot below shows some spell icons of level-3 spells. The second screenshot shows an Energy Wall dealing cold energy damage.










Falling Down


Characters can fall down, meaning that they slide automatically from their position to squares of lower altitude, taking damage in the process (and suffering from the special effects of the squares they land on, if any). It can happen in the following situations:

- Creature fails on a reflex saving throw while balancing on Grease squares
- Creature is hit for any amount of damage while balancing on Grease squares
- Creature receives the Sleeping or Prone condition while balancing on Grease squares
- Creature is tripped while balancing on Grease squares
- Creature is bull-rushed onto a square of lower altitude, even if not balancing
- Creature is slid (a special bull-rush) onto a square of lower altitude, even if not balancing

A creature continues to fall as long as there are adjacent squares of lower altitude. The damage taken at each step depends on the height. A creature falling from the top of a stairway (for example after getting bull-rushed or failing on a reflex saving throw while balancing) would end up at the bottom.

Here's a bit of implementation detail about how it's done: first the game assigns a 'falling' condition to all affected creatures. Then for each falling creature, the game looks whether there's an adjacent square of lower altitude. If yes, the game executes a script that pushes the creature onto that square, then checks whether there are any special square effects to apply to the creature, such as the damage from a Wall of Fire. This process is then repeated until no more squares of lower altitude can be found.










Grease, Web, Dispel, Dismiss


Grease and Web are also complicated because their effects can be destroyed using any Fire spell. In KotC 1, I simply destroyed the web squares that were directly in the area of effect of the fire spell. In KotC 2, I wanted the fire effect to destroy the whole web or grease area.

So in order to do this, at the end of the execution of any fire spell, the game makes a list of all the web and grease areas that will be affected. Then for each affected web or grease area, the game executes a script that casts a spell called 'Fire effect on Web' or 'Fire effect on Grease'. That spell removes the web or grease area and deals fire damage to creatures in the area. This sequence can be seen in the three screenshots below.







Dispel Magic is a really complicated spell because it can be cast in three different ways: on a single effect, on a single creature, or on an area. When using the first version, you first click on a creature, and then from the list in the top-left corner of the screen, you click on a particular magic effect currently running on that creature. For each possible effect in the list, the probability of success of Dispel is given. It depends on the caster level of each effect, meaning the level of the caster who created the effect.

When using the second version of Dispel, you just click on a creature and the game will try to dispel each effect currently running on the creature. When using the third version, you target the spell just like you would target a Fireball spell. The probability of success is provided, for example, the game will say 'Web: 30%' if the probability to succeed on the dispel check to remove a web is only 30%. When you launch the spell, the game tries to dispel terrain effects as well as one magic effect from each creature in the area of effect.

Another option to remove terrain effects is to use the combat action 'Dismiss Terrain Effects', which I have implemented. When selected, as a free action, it automatically removes all terrain effects that were created by the acting player character. It does not affect terrain effects created by the enemy, of course.










Final Words


What's next in the development of KotC 2? Spells, spells, spells and more spells. Oh, and a lot of bug fixing. And then the spell-casting AI. Scripted AI. Bug fixing! New background maps to be created by Roman. Class powers, monster powers, magic items, weapon enchantments, help information entries... Lots of Bug Fixing! ...and then, just maybe, who knows, finally some adventure creation!!

I made my first purchase on Steam the other day! I got the 'World of Decadence' package, which includes Age of Decadence and Dungeon Rats. I've had no time to play them so far, though. Also had a look at Pillars of Eternity, but the amount of disk space needed for that game just seems crazy to me, 25 GB. In French we may call this 'une usine à gaz' (a needlessly complicated system).

Thank you for reading, best wishes!!


Ma partie favorite ? Les possibilité quasi-infinies dans l'aspect tactical. Imaginez:

un ennemi en haut des marches, en bas un mur de feu. Un lanceur de magie qui balance Graisse en haut des marches, un ennemi déséquilibré, un guerrier qui charge et qui renverse cet ennemi dans les marches, qui tombe (avec quelques bobos au passage) et atterri dans le mur de feu....

Et ce n'est qu'un panel des multiples fourberies qui n'attendent que de voir le jour.
Ejected