[Real Life(?)/The Gamer] Our World Has Become An MMO! (Applications Closed)

I didn't even bother putting a money sign. Mainly since if we end up with characters all over the place it wouldn't make sense. Plus maybe would get annoying to our GM to constantly convert things between different money.

Even though it doesn't quite fit with The Gamer way of doing it (dropping real money) it might be easier to say monsters and the system use Units of Money (or something) that somehow end up looking like and working as actual local money where ever you happen to use it at. So no matter where you are at in the world, a hotdog from a hotdog stand would equal 1 or maybe 2 Units of Money, or Money for short. Or more if it the guy is ripping your off or the hotdog is just that damn good.

Just a suggestion, but if you don't wish to do it like that, I can go convert my money into dollars.
 
I didn't even bother putting a money sign. Mainly since if we end up with characters all over the place it wouldn't make sense. Plus maybe would get annoying to our GM to constantly convert things between different money.

Even though it doesn't quite fit with The Gamer way of doing it (dropping real money) it might be easier to say monsters and the system use Units of Money (or something) that somehow end up looking like and working as actual local money where ever you happen to use it at. So no matter where you are at in the world, a hotdog from a hotdog stand would equal 1 or maybe 2 Units of Money, or Money for short. Or more if it the guy is ripping your off or the hotdog is just that damn good.

Just a suggestion, but if you don't wish to do it like that, I can go convert my money into dollars.

You realize that if you google exchange rates, google has a handy tool that automatically converts the money for you. It's literally the first thing that pops up. . .
 
Int also giving an exp boost seems to majorily favor mages, eventually they will end up with fairly huge bonuses to learning skills, which will let them know MORE skills and stronger ones, giving both diversity and strength.

I think it should be instead be which ever stat is most relevant to the skill, muscle memory being more of a focus then intelligence on many physical things. Nor would raw intellect help one meditate and quiet there thoughts.(Wisdom)

So an archer with tons of dex wants to learn stealth thats going to be easier for them.
It encourages people to play to there strengths and build around a stat or two into there own little arch type.


I would just add it into the skill exp cost.

Mostly I don't want to see late game someone who is highly INT based (More attacks and more MP to use them) having huge bonuses to skill training allowing them to level faster to get more int to level faster (Horrible snowball effect).
 
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I didn't even bother putting a money sign. Mainly since if we end up with characters all over the place it wouldn't make sense. Plus maybe would get annoying to our GM to constantly convert things between different money.

Even though it doesn't quite fit with The Gamer way of doing it (dropping real money) it might be easier to say monsters and the system use Units of Money (or something) that somehow end up looking like and working as actual local money where ever you happen to use it at. So no matter where you are at in the world, a hotdog from a hotdog stand would equal 1 or maybe 2 Units of Money, or Money for short. Or more if it the guy is ripping your off or the hotdog is just that damn good.

Just a suggestion, but if you don't wish to do it like that, I can go convert my money into dollars.

I like this. Implemented! The currency in use is now Money (M).

Int also giving an exp boost seems to majorily favor mages, eventually they will end up with fairly huge bonuses to learning skills, which will let them know MORE skills and stronger ones, giving both diversity and strength.

I think it should be instead be which ever stat is most relevant to the skill, muscle memory being more of a focus then intelligence on many physical things. Nor would raw intellect help one meditate and quiet there thoughts.(Wisdom)

So an archer with tons of dex wants to learn stealth thats going to be easier for them.
It encourages people to play to there strengths and build around a stat or two into there own little arch type.


I would just add it into the skill exp cost.

Mostly I don't want to see late game someone who is highly INT based (More attacks and more MP to use them) having huge bonuses to skill training allowing them to level faster to get more int to level faster (Horrible snowball effect).

This is an excellent point. Implemented!

~*~

Regarding errors and/or oversights like the above: please bear in mind that there's a reason the OP specifically mentions the game is in alpha. This is a system I've literally just thrown together based on what Zedalb wrote up. It should work for the most part, but there will be issues and problems that I need to adjust for on the fly.

This also means that [Patch Notes] are going to be a thing. The Watsonian explanation is that the Devs have noticed something wrong, and change it. The Doylist one is that I noticed something wrong and need to change it.
 
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I would reccomend not being able to exchange stats for perks and instead getting one perk point per five levels.

and the quest either giving perks flat out or unlocks perks for purchase that are quest only.

this is just to separate perks and stats as perks are much much stronger then 2 to 1.

As well as making the quest reward a bigger deal.
 
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I would reccomend not being able to exchange stats for perks and instead getting one perk point per five levels.

and the quest either giving perks flat out or unlocks perks for purchase that are quest only.

this is just to separate perks and stats as perks are much much stronger then 2 to 1.

As well as making the quest reward a bigger deal.

... Yeah, that does make sense. Guess that's patch note 1, then.
 
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Second pre-release patch: having thought things over a bit, I'm going to get rid of the level-based limit on training stats and instead just use a training mechanic similar to the one for skills, with difficulty scaling as the stat rises. Things like training weights will then impose effective penalties to the stat, making it easier to raise.
 
Second pre-release patch: having thought things over a bit, I'm going to get rid of the level-based limit on training stats and instead just use a training mechanic similar to the one for skills, with difficulty scaling as the stat rises. Things like training weights will then impose effective penalties to the stat, making it easier to raise.

that really unattataches stats from level since you could just train really hard, idk if that's a bad thing. it just makes things a bit more freeform as advancement goes.
 
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that really unattataches stats from level since you could just train really hard, idk if that's a bad thing. it just makes things a bit more freeform as advancement goes.

To be honest, the limited training thing always seemed a bit restrictive to me, but we'll see how it goes, I guess. There's no limit on stat training in the Gamer or in pretty much all the Gamer-fics I've read (aside from this one Naruto one which then made it kind of pointless with a load of workarounds), so I don't think it'll end up too bad. The EXP curve on it is still pretty steep, and it gets harder and harder to actually push yourself to the point that you're even earning any, so it's not like anyone's stat'll be rocketing all the way up into the hundreds.
 
To be honest, the limited training thing always seemed a bit restrictive to me, but we'll see how it goes, I guess. There's no limit on stat training in the Gamer or in pretty much all the Gamer-fics I've read (aside from this one Naruto one which then made it kind of pointless with a load of workarounds), so I don't think it'll end up too bad. The EXP curve on it is still pretty steep, and it gets harder and harder to actually push yourself to the point that you're even earning any, so it's not like anyone's stat'll be rocketing all the way up into the hundreds.
that would make it better for getting well rounded. some type of scaling chart would be nice. like

1-10 tp an hour or two of training each point
11-20 three to five hours per point
21-30 most of a day per point.
31-40 one roughly per two days per point.
 
that would make it better for getting well rounded. some type of scaling chart would be nice. like

1-10 tp an hour or two of training each point
11-20 three to five hours per point
21-30 most of a day per point.
31-40 one roughly per two days per point.

What would say an hour and a half of Jiu-jitsu training give in terms of stats?
 
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What would say an hour and a half of Jiu-jitsu training give in terms of stats?

Depends on what sort of training. If you're doing techniques and sparring, then really not all that much, because you're focusing on skill EXP. If you're doing conditioning, then it would follow the formula in the opening post - 1d100 * Effective Hours * Other Modifiers. An hour and a half of pure conditioning, based on the speed and stamina comment, would probably split three ways between AGI/VIT/END - half an hour each - so they'd each get 1d100/2 EXP, multiplied by whatever training modifiers you might have.
 
Depends on what sort of training. If you're doing techniques and sparring, then really not all that much, because you're focusing on skill EXP. If you're doing conditioning, then it would follow the formula in the opening post - 1d100 * Effective Hours * Other Modifiers. An hour and a half of pure conditioning, based on the speed and stamina comment, would probably split three ways between AGI/VIT/END - half an hour each - so they'd each get 1d100/2 EXP, multiplied by whatever training modifiers you might have.

So I would get just over half of what I rolled because my skills bonus modifier is .66%. . .
 
So to be clear and state it flat out, you can do skill or stat training not both.

using a skill to train a stat(s) is fine as long as it is the intent and clearly done that way.
 
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Which, as it's still less than 10, would mean I gain .88% of the Stats I rolled.

Oh, I see what you were talking about. No, that's the bonus, not the flat multiplier - you'd get the roll result plus another 0.88%.

When is the game thread going up?

I'm waiting on two more people - the guy who posted above saying he'd get a sheet up soon, and one other who PM'd me a half-finished sheet that she's also said will be done soon.

If it drags on much longer than a day or two, I'll start things off anyway and just drop them into the middle of things when they're ready to start, so it'll be soon either way.
 
Oh, I see what you were talking about. No, that's the bonus, not the flat multiplier - you'd get the roll result plus another 0.88%.



I'm waiting on two more people - the guy who posted above saying he'd get a sheet up soon, and one other who PM'd me a half-finished sheet that she's also said will be done soon.

If it drags on much longer than a day or two, I'll start things off anyway and just drop them into the middle of things when they're ready to start, so it'll be soon either way.


Will you give us our skills soon?
 
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