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Hi all.
I'm developing a game that is meant as a sequel to my first game written in ruby. To catch you all up:
Kalvgv is a mandrake, and a system for an interactive fiction I created first in ruby. The mandrake is a shaman who has a dream about a dungeon, wakes up in prison and escapes with his goblin companion to a dungeon.
There were several iterations of possible sequels and off shots based on Kalvgv, such as the doom like hack and slash 3d dungeon crawler where you play as a cleric. And a top down dungeon crawler where you play as a paladin.
In Kalvgv 2, you are an Elf, whose default class or main aspect is a monk. Kalvgv 2 uses a 3 stat, aspect based d100 system for combat and interactions that are probabilistic by nature. You have the main aspect, which has no stat value, that is essentially your class. You have 3 stats, that play into stat based aspects (3 of them). You also have 3 inventory based aspects.
I'm wanting to introduce a pet mechanic/system to the game, that would be a low impact on the core scripts overall. Pets would be a by chance achievement for the players that are willing to explore and not rush through the game. Basically a hidden door leads to a quest giving Faun King that rewards you a single pet of your choosing.
Pets essentially act as helpers for the player. They can communicate in up to 3 languages where common is always used. You will be able to converse with them as you advance through the dungeons, about npcs, rooms, or artifacts of the levels as you progress. Pets have all the same things that a character has, including a gear stash for holding discarded gear. They will passively raise a stat, stat based aspect, or aspect based on their personal main aspect level. You can level a pet by completing quests for blue berries.
If you trigger a trap, a pet will take damage if they fail the dc saving throw. If you are low on health, there is a chance that they activate their guard mode, a dc based on their mind and body stats, where they will take the damage instead of the player.
If a pet falls from having no lives and no hp, then the player will have to find a red berry to ressurect them at lives 1.
Basically, Body stat are the lives.
Now, I have caught you up with my game's mechanics and system.
My question is, should I punish the player for choosing a pet that doesn't complement a class type? (melee ranged and magic are the three class types). Or should I reward them for choosing a pet that complements a class type?
I have prepared a sheet for a possible pet
I'm developing a game that is meant as a sequel to my first game written in ruby. To catch you all up:
Kalvgv is a mandrake, and a system for an interactive fiction I created first in ruby. The mandrake is a shaman who has a dream about a dungeon, wakes up in prison and escapes with his goblin companion to a dungeon.
There were several iterations of possible sequels and off shots based on Kalvgv, such as the doom like hack and slash 3d dungeon crawler where you play as a cleric. And a top down dungeon crawler where you play as a paladin.
In Kalvgv 2, you are an Elf, whose default class or main aspect is a monk. Kalvgv 2 uses a 3 stat, aspect based d100 system for combat and interactions that are probabilistic by nature. You have the main aspect, which has no stat value, that is essentially your class. You have 3 stats, that play into stat based aspects (3 of them). You also have 3 inventory based aspects.
I'm wanting to introduce a pet mechanic/system to the game, that would be a low impact on the core scripts overall. Pets would be a by chance achievement for the players that are willing to explore and not rush through the game. Basically a hidden door leads to a quest giving Faun King that rewards you a single pet of your choosing.
Pets essentially act as helpers for the player. They can communicate in up to 3 languages where common is always used. You will be able to converse with them as you advance through the dungeons, about npcs, rooms, or artifacts of the levels as you progress. Pets have all the same things that a character has, including a gear stash for holding discarded gear. They will passively raise a stat, stat based aspect, or aspect based on their personal main aspect level. You can level a pet by completing quests for blue berries.
If you trigger a trap, a pet will take damage if they fail the dc saving throw. If you are low on health, there is a chance that they activate their guard mode, a dc based on their mind and body stats, where they will take the damage instead of the player.
If a pet falls from having no lives and no hp, then the player will have to find a red berry to ressurect them at lives 1.
Basically, Body stat are the lives.
Now, I have caught you up with my game's mechanics and system.
My question is, should I punish the player for choosing a pet that doesn't complement a class type? (melee ranged and magic are the three class types). Or should I reward them for choosing a pet that complements a class type?
I have prepared a sheet for a possible pet
anyways, would love any questions or feedback you can provide on my game's mechanics, especially pets.
Scalia - They were bread from the southern swamp wolves. As such they have a high aversion to magic folks. They will in fact negatively impact magic if you are a magic type. They have a heritage to the elder dragons of the northern plateaus, where few elves ever dare braved. Scalia can be found among the nobles of many a peoples, especially the Orcs. As they bring a great bonus to weapons and armor.
At level 1 they will improve +20 mainhand, and +10 armor.
At level 2 they will improve mainhand an additional +10 and hp +10 and armor an additional +10
At level 3 they will improve your attack by +30
At level 4 they will raise your body stat by +1 per enemy killed.
At level 5 they will raise your armor an additional +30
The Player’s Scalia:
Name: Kroatl
Main Aspect: Scalia
Languages Known: Dragon, Beast, Common
Backstory: Was raised and trained by the Faun King himself. Taught to obey commands of its master, but rely on personal choice to survive.
Stats: Body -> 2
Mind -> 3
Spirit -> -5
HP -> 20
Attack -> 30
Magic -> -50
Vulnerabilities: Weak to all forms of magic attack.
Stat growth xlevel -> (+1 body, +2 mind, -1 spirit)



