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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Fleshmonger on March 02, 2015, 06:10:39 PM

Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 02, 2015, 06:10:39 PM
First post here, so if I mess up on any formalities, feel free to call me out on it! I've been developing an RPG based on the D20 system for a while for a group that meets every Friday. I've got about 2 notebooks full of rules and items and little notes, and just recently I've decided to begin making the game a little bit more formally written.
   Just about everything is done now, as far as gameplay and rules, and its just a matter of making it pretty and presentable, and making sure how it is written in the rulebook makes sense!
   Essentially what I'm asking in this post is for those who have perhaps a greater wealth of experience than me playing these games (I'm only 19, so I've got about 5 years of Tabletop gaming under my belt), to perhaps suggest things they noticed don't happen often in other games that maybe should?
   critiques on what is already done are welcome on every front, from mechanics to design. although I'm telling you now to expect bad grammar and spelling. I've got an editing team that's gonna look through it up and down for that kind of stuff when it's done. link to the folder. https://www.dropbox.com/sh/kto6pfnlrupeqwm/AAA2KyPg-Y_tKbMx9M6cymMOa?dl=0 The Document is called LegendsofGaia_fpages.pdf. the rest of the documents in the fodler are references and are subject to change. although the shop is mostly done.
(http://th03.deviantart.net/fs71/PRE/f/2015/023/c/3/the_world_of_gaia_by_worldmonger-d8f3ol3.jpg)
just a taste of what the land of Gaia looks like, for those of you who are more visual
Title: New RPG: Legends of Gaia
Post by: BFGalbraith on March 05, 2015, 10:08:01 PM
Wow, you have gotten very far along considering that this is from a homebrew campaign you've been doing.

On the deviant art page is says "found a company that will do color prints for the same price as i was gonna get my black and white copies. so i changed over, and began coloring the book. in addition to the added color, the berserker class has been finished! long time between uploads, but its been alot of work.
i also decided it was time for a sprite change. treasure time!"

How are you planning to distribute the book?

Why do you want to go color if the map is black and white and there aren't many other illustrations?

Mechanics wise, what we've done is create an event system for dealing with anything that could happen outside of combat (we have combat covered, but all of our RPG systems have been weak outside of combat.) "Events":
http://gameartsguild.com/content/index.php?title=Squawk:_Events

So I recommend you have a generic mechanic for handling all things the GM wants to "roll" for, but which aren't otherwise covered by game mechanics. It looks to me like you sort of have this covered with "Skill Checks" on page 10.

You might give specific guidelines on how the GM should assign "set difficulty."
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 06, 2015, 10:16:31 AM
thank you for the reply.

As of now, I don't have any plans to distribute printed versions, and was only going to print a couple copies for myself and a few friends. as for distribution to anyone who is interested, I was thinking of putting up digital copies either in a Facebook group, or Google circle, or maybe even its own website after a few web design classes.

and generally squawk is handling essentially the same way LoG will.

Even though it is not formally in the book yet, the idea is a the GM sets a difficulty and a few skills players can use, and than one or more players rolls the D20 and adds any skill modifiers, and any situation based modifiers

wasn't sure whether to put that in the very beginning section, the events section, or even in the couple pages of GM tips in the back. I'm thinking the events section when I'm done with the character creation section. (classes are tedious)

Again, thank you for the feedback!
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 11, 2015, 03:03:44 AM
i have not looked at the rules yet but that map is incredible it looks like you have the basis of a great setting there

and its d20 so im sure it will be great mechanically as well

does that map cover the whole planet or just a section and how many square kilometres does it cover

considering its called the grand ocean i assume there is some room between the east and west. However i notice there is no such naming at the north and south which would seem to indicate a very flat planet (or maybe im just reading to much into the map)

as for missed formality’s you did fine except you forgot to call anybody an arsehole
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 11, 2015, 03:37:53 AM
ok first major issue i notice is the focus on making sure races dont feel samey. While classes should feel difrent its not that important for races and you could end up putting stupid ideas in your races in an effort to make them unique. However the front page of your devientart page seems to indicate its mostly beastmen races so you can probably get away with uniqueness.

speaking of which i would advise against the continued use of devientart for sharing your progress devientart has a retarded definition of pornography that is sure to bite you in the arse eventually its why i dont use the place im not an artist but if i was i sure as hell would refuse to advocate a definition of pornography that is an insult to both art and pornography. if your doing animal races your bound to run into the matter of unusual reproductive organs.

edit:
also in the preface i like what you said about advancement
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 11, 2015, 06:03:03 AM
i really really do not like creation myths but this is passable i would say most would find it good

the whole kills for the greater good thing will really alienate any d&d players though (and to be honest i find the idea that there would not be enough land to make enough food laughable)

i should have posted this ages ago but i got distracted from reading the book by talking to my friends and helping with a friends dev work.

also other things
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 11, 2015, 07:44:53 AM
oh god critical skill fails thats not good

however the luck mechanic is quite good it makes critical skill successes good somehow i am seriously considering stealing that idea

luckily so far theres no sign of critical fumbles which is good
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 12, 2015, 04:12:54 AM
Thank you so much for the feedback!

as for Gaia and its size, i was thinking roughly earth size, if not a tad larger. each continent is going to get its own close up, with a scale. so i will have to figure it out eventually. For the Great sea, i had planned on it being huge, so huge that no traveller has gone all the way around. they either died out at sea, or found something out there (DUH DUH DUUUHHH!).

As far as making races feel different, its true. i have looked at the races and figured out a mechanic i want them to have, and had to work it in lore wise to fit with that race to avoid sameness. I am attempting to try and add as much variation as possible. which means i could have easily gone overboard, although some changes are gameplay related. vampyres and asheru are now way different than they used to be because one was overpowered and the other underpowered, so despite the huge differences, balance is at the heart of alot of those decisions.

I'm probably going to keep the idea of killing for the greater good, but yeah you are right, the whole not enough land for food thing is.... not great. I'll admit i haven't looked back in a while. i will probably change it to some sort of warring over land and power and whatnot between and inside the races, that looked something like what happened before the void war. so sammael decided to create a destructive race that the other races could pool their attention to and not just civil war themselves to death. but its still in the brainstorming phase. (also the old name for the Korr was the slorren, but i reused that name for the lizard people, and forgot to edit the earlier parts. whoops.)

After seeing the D&D community rip apart critical fumbles in 5e, i quickly threw that idea out. but after so much warhammer, I've gotten so used to 1's just failing. and i kind of like the idea. i mean it wouldn't cause anything bad to happen beyond just failing that one test, but if you roll a dice there should be a chance at failure i think.

Oh and Deviantart.... yeah im gonna get my own website up soonish hopefully. than setup camp there
Title: New RPG: Legends of Gaia
Post by: BFGalbraith on March 12, 2015, 12:09:01 PM
Quote from: Fleshmonger;819657As far as making races feel different, its true. i have looked at the races and figured out a mechanic i want them to have, and had to work it in lore wise to fit with that race to avoid sameness. I am attempting to try and add as much variation as possible. which means i could have easily gone overboard, although some changes are gameplay related. vampyres and asheru are now way different than they used to be because one was overpowered and the other underpowered, so despite the huge differences, balance is at the heart of alot of those decisions.

Much depends on what you are trying to do here. If you are just trying to do homebrew D&D, then maybe you should go back to a more generic Tolkien-wannabe feel for race mechanics. If on the other hand you are trying to make a unique setting that you have a specific vision in mind for - which I think is what you are doing here - then I would keep the things about your setting that make it unique, especially the races. (Squawk is sci-fi so it's far from the same thing, but we've really tried to keep the races different and interesting, all the way down to the mechanics: http://gameartsguild.com/content/index.php?title=Squawk:_Characters#Backgrounds )
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 12, 2015, 12:56:52 PM
Oh I Definitely don't want just a d&d knockoff, hopefully something that feels different, as I'm not trying to compete with d&d, I want it to be for a slightly different audience. Of course you can't make a game without putting at least a few people off.
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 12, 2015, 10:34:19 PM
i got distracted by other things i will get back to reading it now
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 12, 2015, 11:14:11 PM
you have taken the lawful and chaotic alignments to a ridiculous extreme which in many ways seems more like evil for chaotic and good for lawful

i can live with the greater good destruction deity especially with it being balanced out by an evil death god but many of the other chaotic deitys really sound more evil to me

in general the deities you have really dont work with the alignment system i love alignments in d&d but they just plain dont work here

i notice that the evil karma earning is focused on hurting others for there own gain which is fine but its also important to consider those who are evil for evils sake which as an extension of what i mentioned earlier seems to have largely being wrapped up in chaotic

the dragons were what really interested me im a bit worried that those might be the only dragons i would much prefer those to be special dragons and then there are more lesser dragons for slaying and whatnot but really each dragon deserved there own paragraph.

you also seem to be having a fair bit of focus on neutral as a belief system which while people who believe that is an important part of any setting (it gives a group of people that every other alignment can hate) it is important to remember those who are simply neutral because they are neither good or evil although looking at it some more it seems to be just that 1 line about even neutral having a driving force.
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 13, 2015, 12:08:48 AM
my first concern in character gen is the armour saving going down as it gets better that's bound to cause scaling problems as characters become more powerful the large numbers may help with that though. however looking at the dodge skill i realise that's deliberate you want a definite power cap i prefer to be able to keep amassing power constantly but many people much prefer to have a limit so that's going to be the real skub of this system. at first i was a little worried about the large numbers because as you levelled up they would get far to high to deal with but it seems thats not going to be a problem.

the special character abilities section does not really fit a system like this though creating your own powers is really more for games like risus or a storygame but i suppose its not to bad

looking at the secondary statistics they look mostly alright although some of the names are a bit odd especially wisdom used for history knowledge the only thing that is mechanically a bit odd is intelligence also deciding common sense i know a lot of very smart people who are also complete idiots (me included). you have shot down any arguments over if charisma means beauty so thats nice but having a separate acrobatics skill from your dex just seems silly. it is also worth noting that it seems there's a lot of things that can be done by both wisdom and dungeoning.

i quite like the stat presets.

next up races
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 13, 2015, 01:03:12 AM
you have done an incredibly good job on the races i will edit this post later to give my views on each race.

i find it quite interesting the large amount of influence race continues to have as you level up i was wrong thats going to be this systems skub i dont like it myself but i would not say its bad.

oh your using the 4e powers system thats fine its only 4e thats not allowed to use it its fine for other systems to use it.

Asheru:
i quite like the concept of the Asheru although i think the lore needs a bit of clarification how does the soul merge work does the Asheru soul piggyback on the other soul or is it more of a true joining do they have a distinct personality and communicate with there host or do they just sit there or what. i am assuming that some comunitys are glad to have an Asheru child as you said it can be sometimes devastating whats it like when its not devastating.

Dracopyre:
not much to say here except the description of there breath weapon has the basic illusion description instead of the breath description good work otherwise.

Dwarves:
first thing i notice about the dwarves is that stubborn seems massivly overpowered like game breakingly overpowered not so much the slow resistince as the knockback resistance. Also what the hell man dwarven beards should be for both genders.

Elves:
beauty beyond compare is a pretty nice touch and im a sucker for short range combat teleports not much more to say here.

Eyen:
i quite like the idea here and the bit about the humans not abandoning them really made me feel it brought a tear to my eye. the bigest problem here is with the types there should probably be a medium size in there somewhere and even if you decide against that you definitely need to give thresholds for whats small and whats large or if you put one in whats medium. secondly it does not make a whole lot of sense for mystic animal to be separate from size you cant really give them all the benefits of there size i suppose but you need to work something out.

Felryse:
i quite like the concept but it makes no sense that they can only modify themselves at character gen either add a fluf reason for it such as it has to be done at a young age or allow features to be added at any time, although if you allow features to be taken later you will probably need a larger selection of enhancements.

Humans:
a lot of people are going to be very happy that theres more to humans then adaptability its never bothered me but oh god the rants i have seen. the different humans by location are pretty cool not a big draw for me but its still a nice touch, what i do love is that humans are the best liars thats the real solving of the known as a baseline problem.

Korr:
ork korr dont age but how long do goblin korr live for. i quite like that the korr can reproduce with both 40k style spores and spawning pits. the orks dont stop growing but there legs do how exactly do they continue to grow after there legs stop does there torsos growth speed up to compensate or does it stay at the same speed.

Lurents:
i quite like these its what i would probably play if i were to be in a campaign of this. it seems odd that if you have the water magic spell you dont have to worry about drowning but wont you eventually run out of mana (on which note i quite like that there is a separate spell system as well as the ability system). the mind games sound very very fun there are a lot of possibility’s there. i do wonder though the lurents are not overly religious do the magic users still worship the dragons.

Ordok:
magicless rock people cool. i really like there racial ability anything that rolls into a ball and smashes into things is fine by me (i used to have an remote control toy that rolled into a ball it was called the shell shocker i think i might see if i can find out what happened to it)

Skrall:
well thats a darn nifty idea nice racials to.

Slorren:
injects a bit of war history into the game i like that before this it was all ancient deity stuff the race is quite nice to. i know this line should bother me The Slorren are cold blooded killers because man has made them so but it doesn’t without any surrounding edge it does not seem as edgy as it normally would so keep that line but be prepared for people to overreact and say its edgy. leaping around is always great fun.

Undead:
im a sucker for undead as a race that interacts with others and whatnot i played as forsaken back in wow (of course those were auctualy evil unlike this race which is only sometimes evil i think (dont tell grumush or whoever the hell is leading the horde now i said that sylvanas will have my rotting skin for a rug)) (i really need to get back into wow). imortal soul seems a silly why roll for that instead of just basing it off the age of the thing in question and the age of the undead i love the idea though but of course undead who were only recently killed cant really benefit from it. (although its fine here i would never use good undead in d&d thats *BLAM* worthy)

Vampyre:
i like the lore here but it really really needs to be a template even if applying the template ends up with the exact same result as just having it as a race it needs to be a template for if anybody gets turned mid campaign, on that note you should explain how the Vampyre create more of themselves exactly.

Werepyre:
another race that desperately requires a template probably even more so then the Vampyre as i understand it if the first time a good person kills something is a full moon they get cursed its quite easy for a player to get cursed right at the start of a campaign (although at that point it might not be that hard to adjust things it will still cause problems.
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 13, 2015, 07:46:33 PM
Oh I've always had a hard time with alignments, when i play i tend to just be neutral. but i made each thinking that they were each their own extreme. like a compass. north is good, south is evil, east is lawful, and west is chaotic. and each player is a dot on that compass. when i thought of it, evil was always for selfish game, and being destructive without gain is chaotic, at least as i saw it. lawful is following rules and codes and guides regardless of why. while being good is trying to benefit people regardless of anything. just going out of your way to help. and you can be anywhere in between. characters dont have to play to the extremes, but those are what they are.

I tried keeping secondary stats simple, so i thought of common sense and puzzle solving and that sort of stuff went together. of course common sense in social situations can be different, but i put that more with charisma and just being generally smooth. and yeah, charisma and looks are two different things in LoG

I did some testing with armor save and the lowest it could possibly go, with enchantments and everything, to 2. with the addition of enemies having armor piercing weapons raising that number to make it easier to peirce, as well as magic ignoring armor completely.

and last but not least, dragons. there will be plenty of dragons, all based on elements, as well as their smaller cousins, drakes, as well as their very small cousins, wyverns. those are just the big 9 baddies

thank you for all this feedback though! lets me know where i need to be clearer, or rethink an idea.
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 13, 2015, 08:56:18 PM
glad to help that is an interesting way of looking at alignments its not bad just different then the traditional way

anyway now that i finally have an internet connection back i will write up that race feedback
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 13, 2015, 10:51:18 PM
ok historys

not a whole lot to say here except i am very happy you have to actually seek out specific ingredients for alchemy im not really a person that cares about alchemy that much but the component pouch copout of d&d always bothered me and its hard to fix it without prices given for most components
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 13, 2015, 10:55:02 PM
classes

ok 1 thing that bothers me is that classes that dont use any mana are listed as mp users it may just be how its formatted but it would be very easy to interprate it as meaning that if you take one of those classes you cant take a ki or rage using class for your multiclass

i find it quite interesting that each class gets some set stat points each level as well as the assignable ones i think i quite like that

will edit post shortly with views on each class

assassin:
i must commend you its hard to make an assassin class feel assassiny but you managed it. one thing i noticed is that the assassin is said to be poor at taking down armoured targets i have allways thought of assain classes as being great at taking down heavy armour but i would not say thats a bad aspect of them just unexpected and they do get good at armour piercing towards then end so they become armour killers eventually anyway so its all good.

but the assassins abilitys are great the shadowmeld is an excelent feature that really suits the class. return step execution being 1 per encounter where the shadowmeld itself is 2 per encounter is a bit odd but im sure there are good balance reasons behind it besides i quite like the idea of using the first shadowmeld to set up the second port somewhere close to the target but out of sight and from there port to the target and strike him down. im unclear on the workings of the shadowstep dodge does a successful dodge nullify all attacks against you that turn or only the ones that come after the dodged attack with the previous attacks hitting you great ability though. the bigger they are is great although it would be nice if it removed half of total health as it is it deals less damage the longer the fight has being going which might make some sense i suppose but if you do make that change you would have to make it much higher level so i would say keep it as it is it will be so satisfying to make a bunch of preparations to all but ensure a critical and massively damage a big though guy right at the start of a fight. blood hunter is pretty cool although im not sure why you would choose not to activate it, oh wait i see it uses up a swift action that makes sense. shadows eye is great it really sells the assassin as being an assassin going in on covert preperations and hiding shadows eyes in the targets chambers then leaving and jumping in killing your target then jumping out to another shadows eye you have placed back at home (after you take the entry eye with you of course cant be leaving behind evidence). dark bombs is a nice little attack im guessing that its centred on you. the assassians illusion is very well suited to it instead of leaving via shadows eye after a kill you take your dead targets guise and just walk out. dark leap is great fun a sort of mega dervish dance for cutting down a group of guards. not a whole lot to say about the shadow shield its a nice handy combat spell because sometimes an assassian has to stand and fight.

Berserker:
i quite like the fluff on the berserker im usually not a fan of the whole chosen thing but you pulled it off. the hunting instinct is pretty cool. unlike the assassin i wont go through every ability i only did that because i felt it was worth pointing out how well it fit with the theme the berserker’s ability’s fit its theme to but thats not really that impressive compared to the assassin. i will however mention the berserker charge it really sells the whole designed for taking down groups of enemies thing while also giving a usefull ability against single targets as you can use it at something outside your movement range im guessing the intention is that you can use it twice in a row to reach your target. relentless onslaught is just a very handy looking ability. brutal fatality is nice to although the fluff line makes it seem more like something for taking down a single target while the description is a multi target thing (even if it is a small amount of targets) incredible endurance is nice to
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 13, 2015, 11:02:23 PM
oh yeah, i have everything in the shop done, i just haven't formatted it for the book yet, but it has plenty of ingredients that are used in both alchemy and weapon enchanting. i don't have any premade magic weapons, you have to make them yourself by combining enchantments.
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 13, 2015, 11:06:04 PM
oh and the reason they are listed as mp users is because they get mp upon leveling up unless they pick berserker or a qi class. the reason is because their is a magic list that everyone has access to regardless of class. so anyone with mp can use some magic if they like, and gain mp when they level up
but if you pick any 2 classes when multiclassing you get mp, unless the other class uses ki or rage, then you get a choice. but never more than 1
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 13, 2015, 11:22:28 PM
ah i see interesting

although i must then ask why is the assassin listed as gaining 0 mp.

oh wait it does not gain any hp either i am guessing you have not decided on mp values for the assassin yet
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 14, 2015, 12:02:01 AM
ok i gave my thoughts on the class now for final thoughts

all in all what you have so far is good if a little vague in parts however there are a few things i have forgotten to mention i will point out now

you really need to clarify what demons are i dont understand it at all what is evil magic is it magic drawn to things of perverse beauty or maybe ugly things i have no fucking idea

also the eyens night vision is said to come not from there animal nature but from altiel himself but then in the very next line it says its because of there animal abilities

also mark the fucking continents on that map
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 14, 2015, 05:41:08 AM
also worth noting although im sure the editors will catch it is that at the start the game is often refered to as tog was the game at first called tales of gaia
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 14, 2015, 07:50:21 AM
i just saw the cover on your devientart your roommate is a great artist and that art is the perfect style for a cover as i said over on devientart excelent art
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 14, 2015, 10:56:40 PM
and a few things im not sure if i remembered to mention

an every second encounter power just seems silly (im fairly sure i mentioned this but i could be wrong)
although my real major concern there is once per dungeon powers what if your not in a dungeon or what if your in some sort of megadungeon
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 15, 2015, 03:43:35 AM
The way it works for gaining hp and mp per level is that each player has a race which gives them a certain amount of hp and mp per level. than their class has modifiers that effect it. so like an assassin has +0/+0, or no modifiers, while a sorcerer would have -2/+4. then the player has 2 points that they can put into either hp, mp, or one in both. all the modifiers from the class and player as well as the bases set in race are combined, and recorded on the character sheet as a single Hp per level and mp per level, that they get every level.

Luckily the person doing my cover is willing to do some more artwork for the game if i keep getting him chicken nuggets.

Event and dungeon powers are still a little rusty. and i'm thinking of changing dungeon to day, although i don't want resting between every encounter to become a thing just so they get their daily powers back is what i'm worried about.
the once every other encounter power... i want that to make more sense than it does. because encounters can be very short or very long and 3 short encounters could be shorter than 1 long encounter. i might make them a certain amount of times per day. or maybe in game hours? the power system when we played for dun was always kind of loose and nothing was really written down other than what the power does, so its still up for change.
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 15, 2015, 04:43:14 AM
ah i see that makes sense then with the mp and hp

and an artist thats cheap but good is always a good thing

i look forward to seeing more classes

i assume that the existing classes are going to get a few more powers or will you be sticking to mostly spells
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 15, 2015, 04:10:15 PM
I'm going to see what comes to mind. I'm back in school this week which means back to my nice computer with all the files on it so i can get some work done. most classes will probably have around 10 to 20 powers depending on their class traits and passives and access to spells and whatnot. I just cant wait to finish classes, this is probably going to be the hardest part. then its smooth sailing on the other sections.
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 15, 2015, 07:50:41 PM
cool
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 23, 2015, 01:07:10 AM
Another update! gonna see if i can do a class each week at least. hopefully more. but we will see.... This new update is all about chronomancy, the masters of time on Gaia. Let me know what you think. You can find the update on deviantart, its now a red, orange, and yellow circle icon.
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 23, 2015, 01:24:53 AM
will have a look
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 23, 2015, 02:24:11 AM
ok first thing you forgot to update the table of contents.

as for the class.

mana borrowing seems like a cool fun abilitie of course i dont yet know exactly how mana works yet but from my assumptions i have been able to make it seems it should work fine

the chronomancers passives have the right names but the text is the assign passive text.

when looking at the first few spells i expected a bit more of the mentioned side effects but seeing them in the later spells the lack of noticeable side effects are fine on the spells that lack them although i was somewhat excepting slow to speed somebody else up but obvisuly turning it to your advantage is a lot harder then just minimizing it (maybe add an option to spend extra mana to speed somebody else up at the same time but that might be a bit unbalanced) but other then that the spells work fine without side effects and even the slow is alright when you consider the slow boom,

extend ability does not actually say what it does.
i like fast forward a great example of how the school of magic works.
it took me a while to work out what statis does but your editors can help with that.
loop is going to be great fun.

in general the chronomancer gets a few more abilities then the previous classes but thats to be expected its the first actual magic class the assassin just makes use of a few bits of magic the chronomancers magic is far more varied. some of the abilities are marked as rage abilities some berserker abilities and some both. in general though a great flavorful set of spells

one thing i noticed is that the class gains no bonus mana i am guessing you want to reserve that for a more general caster class but that makes me wonder why you cant just have the mana bonus on the chronomancer smaller then it would be on a more pure mage but im guessing the bonus on the pure mages will be to small for a decrease to really work
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 23, 2015, 02:30:06 AM
oh clerics up next i cant wait
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on March 24, 2015, 03:02:52 AM
Looking at it, i think i'm going to give chronomancer a small Mp boost per level. the last 5 or so powers i wrote pretty late at night, and was probably a little more loopy than usual. so even the small amount of editing i would normally do to it didn't happen. but when cleric goes up, some of the things might change in the chronomancer. as usual, thank you for the feedback!
Title: New RPG: Legends of Gaia
Post by: tuypo1 on March 24, 2015, 07:00:45 PM
glad to help
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on May 03, 2015, 10:29:31 AM
I'm not dead! well, not physically at least. found out the whole book I've been working on was the wrong size! I have been working on A4 paper, and all the sites print on 8 1/2 by 11. so I started a new document, and had to transfer everything over, and re-size, and even tweak the layout a bit. but I did take this opportunity to completely redesign the book! in addition to that, their is a whole new section on Gaia's history near the beginning, with art by my amazing and exploitable roommate! but I'm curious about anyone having an opinion on the new design. also cleric has been finished as well. I will be using dropbox to post links directly to the site as well, as that I believe will be easier on everyone.

heres the link
https://www.dropbox.com/s/ngbwgoiksanbhd0/LegendsofGaia_fpages.pdf?dl=0
Title: New RPG: Legends of Gaia
Post by: tuypo1 on May 04, 2015, 07:17:40 AM
horray hes not dead

also dang that is a major setback i will get my feedback up soon
Title: New RPG: Legends of Gaia
Post by: tuypo1 on May 04, 2015, 11:11:12 PM
sorry for the delay in feedback it should be done sometime today
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on May 05, 2015, 12:05:35 PM
No problem! At your leisure
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on May 09, 2015, 12:37:24 PM
alright, so i decided to make a folder in drop box to put some documents in so as I update the folder, you can see as it goes. along with the ruleset, is also a list of passives and disadvantages (any Idea's anyone can come up with that seems like it would fit or be cool to have as either a passive or disadvantage, let me know), a short list of basic abilities based on the secondary stats (very incomplete), as well as the spell repertoire for all 7 elements, including a basic spell list. last but not least, is a shop. that is the complete shop for the game, and if anything seems blatantly missing, i would love to know, as the shop comes after classes in the book. you can ignore the classes documents in the link, as that is quite old.

heres the dropbox link to the folder
https://www.dropbox.com/sh/kto6pfnlrupeqwm/AAA2KyPg-Y_tKbMx9M6cymMOa?dl=0

as always, any feedback appreciated
Title: New RPG: Legends of Gaia
Post by: tuypo1 on May 12, 2015, 09:48:56 AM
oh fuck i completly forgot im busy early tomorow but tomorow afternoon im free
Title: New RPG: Legends of Gaia
Post by: tuypo1 on May 15, 2015, 12:26:56 AM
i have been distracted lately but in the interest of getting some feedback going

you may want to move skull chapter break at the end of the preface it would work elsewhere but puting it right at the start gives the impresion the game is gritter then it is
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on May 16, 2015, 12:42:27 AM
It had been done. reworked the pages a bit, and added little blue boxes where art is gonna go. slightly redesigned
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on May 20, 2015, 02:09:01 AM
Dark Paladins are done and in! next up are the Engineers.
here is the link! the document is the pdf called legendsofgaia_fpages

https://www.dropbox.com/sh/kto6pfnlrupeqwm/AAA2KyPg-Y_tKbMx9M6cymMOa?dl=0

Also in this folder link are the new and relatively finalised chars yet sheets, I would love feedback on there too. I mostly focused on using commonly refered to stats and numbers on the front, with less important or commonly used stuff on the back, or stuff that doesn't need to be referenced in combat. I also got rid of the black bars from the last edition.
Title: New RPG: Legends of Gaia
Post by: Fleshmonger on May 31, 2015, 04:49:37 PM
Engineers are done! the same dropbox link should work. https://www.dropbox.com/sh/kto6pfnlrupeqwm/AAA2KyPg-Y_tKbMx9M6cymMOa?dl=0.

feedback is welcome by all!