Difference between revisions of "User:Zulfiqar/Sandbox/RubyMUD"

From questden
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==Player races==
 
==Player races==
For the moment when Archons consider adding more races to the MUD.
+
For the moment when Archons consider adding more than 3.
  
===Lohrke===
+
===Comparative table of suggested stats===
Not many stat bonuses/drawbacks, or even none at all. Their major rac.bonus is the ability to see in the dark, which is pretty useful in the underground. Their major rac.penalty is vulnerability to sunlight. Dunno how the latter could be implemented in a dungeon-based MUD - maybe have some places where the sun shines through the cave ceiling? Or magically created sunlight? Or maybe make them vulnerable to all kinds of bright light (e.g., magical light, bright fire, etc.)?
 
 
 
===Gnoll===
 
Based on the gnoll Muschio meets in the first DiveQuest chapter, their main stat should probably be DEX. They could be a race inclined towards DEX-based combat (not brutish force, but dodging and swift blows). As opposed to Cutebolds, who could become a more CHA-oriented race (that is, Bard-oriented), Gnolls could have more DEX rac.bonuses than 'bolds, but no CHA rac.bonuses. Rough try: Cutebolds -1 str -1 int +1 dex +1 cha Gnolls +2 dex -1 int -1 cha
 
 
 
===Orc===
 
They're dungeon-dwellers, they're minion-type, and they appeared in a few quests. The thing is, how to make them more distinct from Ogres? Sadly, I know too little about quest!Ogres and quest!Orcs alike. Judging by appearance, Ogres seem to be more strong, but less agile/smart than Orcs. Rough try: Ogres -1 dex -1 int -1 cha +2 str +1 con Orcs -1 int -1 cha +1 str +1 con. That looks suspiciously similar, but we can maybe distinguish them by giving them some distinct non-stat-based racial quirks?
 
 
 
''They're kobolds. They are slower, dumber, weaker, and more fragile than I.'' (c) Ugluk, EscapeQuest.
 
''Ogres are violent morons anyway. That's why they could never defeat orcs in real battles.'' "-"
 
 
 
===Ratfolk===
 
Dunno if they're dungeon-dwellers? If no, they could be an NPC race then.
 
 
 
==Ye Olde Complete Chronological Lyste of Quest Threads==
 
  
 
{| border="1"
 
{| border="1"
 
|+
 
|+
! Race !! STR !! DEX !! CON !! INT !! WIS !! CHA
+
! Race !! STR !! DEX !! CON !! INT !! WIS !! CHA !! Classes relevant to "+" stats
 
|-
 
|-
 
!''Gnoll''
 
!''Gnoll''
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| 0
 
| 0
 
| 0
 
| 0
 +
| All of 'em
 
|-
 
|-
 
!Ogre
 
!Ogre
 
| +
 
| +
|
+
|
 
| +
 
| +
 
|
 
|
 +
| –
 
|
 
|
|
+
| Fighter, Druid, Barbarian, Delver
 
|-
 
|-
 
!''Orc''
 
!''Orc''
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|
 
|
 
|
 
|
|
+
|
 
| +
 
| +
|–
+
| –
 +
| Fighter, Cleric, Paladin, Doomsayer, Templar
 
|-
 
|-
 
!Goblin
 
!Goblin
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|
 
|
 
| +
 
| +
 +
| All mages, Bard, Minstrel
 
|-
 
|-
 
!''Illithid''
 
!''Illithid''
 
|
 
|
 
|
 
|
|
+
|
 
| +
 
| +
 
| +
 
| +
|
+
|
 +
| All mages, Cleric, Oracle
 
|-
 
|-
 
!Kobold
 
!Kobold
 
|
 
|
 
| +
 
| +
|
+
|
 
|
 
|
 
|
 
|
 
| +
 
| +
 +
| Thief, Bard, Burglar, Jester
 
|-
 
|-
 
!''Ratfolk''
 
!''Ratfolk''
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|
 
|
 
|
 
|
 +
| Thief, Druid, Trapper, Beastmaster
 
|}
 
|}
 +
 +
 +
 +
===Fluff which can be reworked into smth useful===
 +
 +
 +
 +
===Gnoll===
 +
Based on the gnoll Muschio meets in the first DiveQuest chapter, their main stat should probably be DEX. They could be a race inclined towards DEX-based combat (not brutish force, but dodging and swift blows). As opposed to Cutebolds, who could become a more CHA-oriented race (that is, Bard-oriented), Gnolls could have more DEX rac.bonuses than 'bolds, but no CHA rac.bonuses. Rough try: Cutebolds -1 str -1 int +1 dex +1 cha Gnolls +2 dex -1 int -1 cha
 +
 +
===Orc===
 +
They're dungeon-dwellers, they're minion-type, and they appeared in a few quests. The thing is, how to make them more distinct from Ogres? Sadly, I know too little about quest!Ogres and quest!Orcs alike. Judging by appearance, Ogres seem to be more strong, but less agile/smart than Orcs. Rough try: Ogres -1 dex -1 int -1 cha +2 str +1 con Orcs -1 int -1 cha +1 str +1 con. That looks suspiciously similar, but we can maybe distinguish them by giving them some distinct non-stat-based racial quirks?
 +
 +
''They're kobolds. They are slower, dumber, weaker, and more fragile than I.'' (c) Ugluk, EscapeQuest.
 +
''Ogres are violent morons anyway. That's why they could never defeat orcs in real battles.'' "-"
 +
 +
===Ratfolk===
 +
Dunno if they're dungeon-dwellers? If no, they could be an NPC race then.
  
 
==NPC races==
 
==NPC races==
 
Which can be made into Player races, but probably shouldn't.
 
Which can be made into Player races, but probably shouldn't.
 +
 +
===Lohrke===
 +
Not many stat bonuses/drawbacks, or even none at all. Their major rac.bonus is the ability to see in the dark, which is pretty useful in the underground. Their major rac.penalty is vulnerability to sunlight. Dunno how the latter could be implemented in a dungeon-based MUD - maybe have some places where the sun shines through the cave ceiling? Or magically created sunlight? Or maybe make them vulnerable to all kinds of bright light (e.g., magical light, bright fire, etc.)?
  
 
===Kren===
 
===Kren===

Revision as of 09:59, 26 January 2010

Ideas for RubyMUD

Ideas for RubyMUD, generated by me and other users alike.

Player races

For the moment when Archons consider adding more than 3.

Comparative table of suggested stats

Race STR DEX CON INT WIS CHA Classes relevant to "+" stats
Gnoll 0 0 0 0 0 0 All of 'em
Ogre + + Fighter, Druid, Barbarian, Delver
Orc + + Fighter, Cleric, Paladin, Doomsayer, Templar
Goblin + + All mages, Bard, Minstrel
Illithid + + All mages, Cleric, Oracle
Kobold + + Thief, Bard, Burglar, Jester
Ratfolk + + Thief, Druid, Trapper, Beastmaster


Fluff which can be reworked into smth useful

Gnoll

Based on the gnoll Muschio meets in the first DiveQuest chapter, their main stat should probably be DEX. They could be a race inclined towards DEX-based combat (not brutish force, but dodging and swift blows). As opposed to Cutebolds, who could become a more CHA-oriented race (that is, Bard-oriented), Gnolls could have more DEX rac.bonuses than 'bolds, but no CHA rac.bonuses. Rough try: Cutebolds -1 str -1 int +1 dex +1 cha Gnolls +2 dex -1 int -1 cha

Orc

They're dungeon-dwellers, they're minion-type, and they appeared in a few quests. The thing is, how to make them more distinct from Ogres? Sadly, I know too little about quest!Ogres and quest!Orcs alike. Judging by appearance, Ogres seem to be more strong, but less agile/smart than Orcs. Rough try: Ogres -1 dex -1 int -1 cha +2 str +1 con Orcs -1 int -1 cha +1 str +1 con. That looks suspiciously similar, but we can maybe distinguish them by giving them some distinct non-stat-based racial quirks?

They're kobolds. They are slower, dumber, weaker, and more fragile than I. (c) Ugluk, EscapeQuest. Ogres are violent morons anyway. That's why they could never defeat orcs in real battles. "-"

Ratfolk

Dunno if they're dungeon-dwellers? If no, they could be an NPC race then.

NPC races

Which can be made into Player races, but probably shouldn't.

Lohrke

Not many stat bonuses/drawbacks, or even none at all. Their major rac.bonus is the ability to see in the dark, which is pretty useful in the underground. Their major rac.penalty is vulnerability to sunlight. Dunno how the latter could be implemented in a dungeon-based MUD - maybe have some places where the sun shines through the cave ceiling? Or magically created sunlight? Or maybe make them vulnerable to all kinds of bright light (e.g., magical light, bright fire, etc.)?

Kren

Lazurhek

Engsami

Indahl

Mok

Volto

They're not dungeon-dwellers per se, but it would be cool to meet one, even as an NPC.

Nedynvor

See Volto.

Grue

Sentient Darkness

From DarknessQuest.

Mimiga

As a cameo.