[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/tg/ - Traditional Games

Roll a Fortitude save versus Cancer

Catalog

Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


/tg/ sister boards
[ • /dir//qu//cyoa//erp//monster//his//wh40k//arda/ •]

File: 1455905650954-0.jpg (1.93 MB, 1600x1035, 320:207, artwork-0059-full.jpg)

File: 1455905650956-1.jpg (295.55 KB, 1152x864, 4:3, artwork-diablo-print-full.jpg)

File: 1455905650959-2.jpg (480.75 KB, 1920x1080, 16:9, The Corrupted Church.jpg)

 No.220092

>inb4 "Go play D&D with the Ravenloft setting or one of the two Diablo supplements"

So I've been playing through D1 and D2 of late, and I've become somewhat infatuated with the settings, and (where Diablo I is concerned) the mechanics.

Now, with some things (films, books and so on), mechanics are less important when translating them into a tabletop game medium. But, I'm sort of of the opinion that in the case of vidya RPGs like Diablo, Dark Souls, and Fallout, the mechanics of the game are somewhat integral to the feel of them, more so than other settings.

So, ITT:

>Discuss ideas of how to translate Diablo's system and setting to a functional tabletop format

>Discuss adventure ideas in the world of Sanctuary

>ideas for heroic classes

I'll throw something out there, since this was my cockamamie idea to begin with.

>translating Diablo to tabletop

>keep the system closer to D1, with character building flexible enough that a straight up fighter can still have utility spells if he invests in it

>offer tables for to-hit progression based on Dex, bonus damage based on Str, and so on.

>Revamp the D2 "skills" system so that classes have things that only they can do, but make it so that they aren't the end-all be-all of a character's abilities

>ideas for adventures in Sanctuary

>Guarding a group of pilgrims traveling from Westmarch to the city of Kurast, or another significant location

>Pirates off the coast of Kingsport!

>A small outlying village has been laid siege to by demons/undead- and the PCs are trapped inside.

>PCs are hired to clear a vital trade route of demonic incursions.

>ideas for heroic classes

Scout/Ranger: A member of the College of the Shadowed Glade, a society of skilled woodsmen hailing from the wild borderlands between the Barbarian tribes and Einsteig, the rangers have developed a close relationship with the land, if not one as magical in nature as the Druid. The ranger's unique class trait (like the Sorcerer's staff recharge or the Rogue's trap disarming) is their ability to do a bonus die of damage to animal enemies

 No.220099

>>220092

Isn't there already a D20 Diablo ruleset?


 No.220115


 No.220122

>>220099

>D20

I… really don't feel like a linear d20 roll-to-hit critfail/crit system really gets the feel of hack and slash Diablo.


 No.220123

>>220122

Sure it does. It's called 4e.


 No.220125

OP, I have never played Diablo 1 (yes, I'm a terrible person, I know), but if it is at least a little similar to D2 in mechanics…

No rolls to hit. You just fucking hit, and that's it. You roll to damage and compare to enemy AC or whatever and that's it.

Same for enemies - they just hit you, and that's it. Your armor and class may help, but they just fucking hit.

Effects only are applied (frost, poison…) if actual damage is dealt.

Shields may be rolled to block on random chance - like, for example, an early shield is roll 1d6 and it blocks damage on 6. No matter how high or low the damage, always that chance.

Skill Trees! Lots of them.

Random loot and enemy tables, lots of them. Weapons with prefixes and sufixes, enemies that may be normal or champions or whatever.

And characters having different specialties (more armor/HP vs utility spells vs ranged attacks vs whatever) to encourage group dynamic play and changing playstyles.

Same with enemies.

Same with weapons and their characteristics.


 No.220143

>>220125

>No rolls to hit. You just fucking hit, and that's it. You roll to damage and compare to enemy AC or whatever and that's it.

Except D1 and D2 both have a chance to hit mechanic. In D1 they call it the To-hit rating, in D2 it's the attack rating. Your attack rating is one of several things that adds to your overall chance to hit something.

>Same for enemies - they just hit you, and that's it. Your armor and class may help, but they just fucking hit.

That sounds pretty unsurvivable, in practice.

>Effects only are applied (frost, poison…) if actual damage is dealt.

>Skill Trees! Lots of them.

I was planning on setting it up with class specific talent trees (because that's basically what they were in D2), and general trees anyone could invest in.

>>220122

Meh, like I said, I really feel that the mechanics of the game are integral to its feel and style, and taking it away hinders the experience. But, Diablo does actually work on a Chance-to-hit system, so that sort of mechanic is certainly viable.


 No.220145

>>220143

>Except D1 and D2 both have a chance to hit mechanic.

Well, yes. It's just that - at least for my experience with D2 - the hacking is so fast-paced that in an attempt to extract the feel of it (rather than straight up the mechanics) I'd just go straight to damage. After all, tabletop is slower.

And just rolling damage and calling a "didn't hit" if damage < AC seemed streamlined enough.

Basically, my point is that doing 2 rolls is not fast enough. And for it to feel like Diablo, I feel it should feel fast and meaty.

>That sounds pretty unsurvivable, in practice.

For lightly armored, frail characters? Yes.

For armored tanks? No.

Now, that's just my take on it, by no means perfect. And it has been years since I've played Diablo.


 No.220146

>>220145

>Well, yes. It's just that - at least for my experience with D2 - the hacking is so fast-paced that in an attempt to extract the feel of it (rather than straight up the mechanics) I'd just go straight to damage. After all, tabletop is slower.

This is true. But a Base To-Hit - enemy AC = to target number to roll under doesn't seem too complex either, and it does fall in line with D1 mechanics- though it does take a little bit of the fast and meaty out of it.

>For lightly armored, frail characters? Yes.

>For armored tanks? No.

And there's the clincher. It means everyone has to be an armored tank, or they're fucked if they get into a fight, which isn't in the spirit of how Diablo 1 or 2 plays. Even a Sorcerer has a chance if his enemies close in, if only because of how he can shoot off spells.

And if you're playing a Rogue (who's strength caps at like, 55, so they can't wear some of the more protective higher level armors), that means you're screwed if it comes to melee.

Not saying you're wrong by any means. It's just not necessarily how I'd do it. But, it's definitely making me thing, and that's good.


 No.220174

>But a Base To-Hit - enemy AC = to target number to roll under doesn't seem too complex either

Well, maybe…

What if the opposite of what I was suggesting - you roll to-hit, and the damage given, if hit, is exactly, for example, Strenght + Weapon damage?

So no damage variation, but fast and simple, to-hit rolls.

And then armors do simple damage reduction?


 No.220195

>>220174

That's a possibility. It feels a bit like reinventing the wheel, but by the same token, I've seen similar systems elsewhere. I'm not crazy about flat damage, but it's viable.


 No.220221

I'd try to do it as a card game. Here's why: Diablo 2 had a spiritual successor of sorts called Guild Wars, made by many of the same developers and featuring a lot of similar classes and powers. You had your Necromancer with big minion armies, debuffs, and corpse exploiting stuff, you had your warrior/barbarian type with adrenal buildup, axes/swords/hammers, whirlwind attack, etc, your elementalist with fire/frost/shock stuff (with fire being general damage, frost causing slowdown, and shock being more single target high damage), etc. Guild Wars was less over the top (and far more complex, and more heavily party-oriented), to be sure, but you could basically see it was a successor to Diablo 2.

Now, Guild Wars also happened to be designed to function kind of like a collectible card game; if you've played Guild Wars and played CCGs, especially MtG, you can see the similarities; Guild Wars was essentially the video game version of a CCG.

So, if Guild Wars is designed to be like a CCG as vidya, and Diablo 2 is the spiritual precursor of Guild Wars, it would seem to me somewhat reasonable that you could probably jury-rig Diablo 2 into a CCG.

I don't know if it actually would work, but it seems at least worth considering.


 No.220380

>>220221

I…can't see it for the life of me, but I don't play CCGs, so it might be personal bias.


 No.221049

>>220174

>>220195

Well, it's certainly viable, since the SOIAF game does much the same. Although I personally think damage reduction should be a specifically magical quality, since there's an entire family of magic suffixes associated with damage reduction.


 No.221055

>>220221

>Guild Wars was essentially the video game version of a CCG.

Preaching to the choir here. My brother and I were HUGE into GW1 and most of it stemmed from our mutual love of MtG.


 No.221093

File: 1456251989415.jpg (132.03 KB, 549x712, 549:712, cover_lg[1].jpg)

>>220092

Try GURPS Dungeon Fantasy? All the lethality and customizability of GURPS with the spellcasting and party roles of D&D. It also doesn't use D20s.

Sounds like it should hit the niche you're looking for.


 No.221165

>>221093

>Now, with some things (films, books and so on), mechanics are less important when translating them into a tabletop game medium. But, I'm sort of of the opinion that in the case of vidya RPGs like Diablo, Dark Souls, and Fallout, the mechanics of the game are somewhat integral to the feel of them, more so than other settings.

See this section of the OP again, friendo.

Furthermore…no, not really. If this was the Dark Souls tabletop thread I've been stewing on? Yes, sure, I could see it. But Diablo has never been known for it's excessive difficulty.

I don't mind using d20s, furthermore. You have me confused with the anon that was (presumably) the same one suggesting no to-hit rolls.


 No.221171

On the topic of having one roll for attacking to speed up combat, Maybe have you roll damage dice and a roll of 1 just doesn't hit in general.

Heavier armored targets increase that base number, stronger weapons ignore this armor penalty or roll a larger die type to extend the range of numbers that offer success.

A similar system could be ported to magic, fire magic would have to roll above a certain number if shooting a target with fire resistance.


 No.224654

>>221171

That is also a possibility.


 No.224675

>>220122

>>220143

This is a surprisingly good idea. Its unconventional, but every second saved is a second saved. Focusing on a different defenses (damage reduction, thorns, etc) which you can acquire by managing your magical inventory seems very diablo like and the op said

>> I don't really like the linear d20 roll to hit system.

So do something different. Not to mention that straight up d20 diablo has been done.


 No.224677

>>224675

Nope, not me, that was a different anon. I actually like the linear d20 roll-to-hit system.


 No.224819

Honestly, I think this could work pretty well as a D&D 5e ruleset - I mean, if there's a Dark Souls based on the same, how much better suited for it is 5e? We'd just need to figure out how to design it and go for it from there… which is, admittedly, knowing that crunch is the hardest part, but still.




[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]