Guild Wars RPG : Question....

Sudeki

Sudeki

Pre-Searing Cadet

Join Date: Jun 2006

R Vs B

N/R

Hi all,

I just have a quick question. I am creating a Guild wars Table -top game, and i was wondering if anyone would know the equation for the skill leveling?

Does it raise very four points with an attibute point?



Sudeki

b0n3

b0n3

Frost Gate Guardian

Join Date: Apr 2006

Runnrz Inc

W/

Why not just play guildwars on ur computer ? O_o

Smasher/Devourer

Academy Page

Join Date: Dec 2005

Omaha, NE, USA

Can you please try to reword the question a little more clearly? I can't understand what you're asking.

More Outrage

Frost Gate Guardian

Join Date: Jun 2006

Yorkshire

GOO

Just put me at the top and its ok, lol.
Otherwise I don`t know what you mean.

Swinging Fists

Wilds Pathfinder

Join Date: Mar 2006

W/Mo

I think the OP wants to know an equation that predicts the affect of skills at each of the attribute point levels. For example, damage of a fireball at 12 fire magic vs. 13 fire magic, and so on.

Repeat the above for each of the hundreds of skills...

Anyone ? Anyone ?

Tryll

Tryll

Frost Gate Guardian

Join Date: Sep 2005

Scotland

[DS]

I'm not really sure about skill level equations and the like but I don't think there's a universal formula that could be applied to every single skill. I could be wrong though, so I suggest having a look on the Guild Wiki Skills page. It lists every skill and how each is affected by every attribute level.
Or you could head on over to GWGuru's very own Frog Devourer's thread here. He's done some incredible work with skill cards and they are, imho, much prettier to look at than Wiki

Hope you find what you need.

Sudeki

Sudeki

Pre-Searing Cadet

Join Date: Jun 2006

R Vs B

N/R


I m sorry i didnt word it well, i just got so fustrated. Thank you for your help...

salamanca

Frost Gate Guardian

Join Date: Mar 2006

Bookhouse boys

R/

Tip number one: Don't make this a d20 system game. d20 was the way to go a few years back because everybody jumped on the bandwagon but it's hit the wall.

Do yourself and the game a service and create a full mechanic.

2- Don't feel the need to do everything 100% faithful to the PC game mechanic. it won't work out when you have to add random dice rolls to the actions anyhow because of incremental level advancements. You will have a better game and more fun if you stick to the themes and intent over the actual stats.

3- you can break this down into a percentage mechanic really fast and the number you are suggesting works when you do that. If you break it down with 20 levels that's 5% or 5 points out of 100 per level. but that leaves no margin of miss at the high end. 4 points per level leaves too great a margin of miss at level 20. so you will need some levels where it alternates or offer another advancement bonus for ascension.

Outside of that, I've been playing running and occaionally doing system design for tabletop RPGs for 26 years. feel free to message me on any of this because I'm certainly interested in this idea.