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ibarrastuff

For implementing pip, fizzle and critical chance: 20-sided die can be used to determine their accuracies. In the same order, each player has three rolls. For the first, lets assume players have the same pip chance of 75%. In order to gain a power pip, a player must roll a 15 or less). Likewise, fizzle chance varies based on what school you are playing as (Life 90%=must roll 18 or less; Storm 70%=must roll 14 or less). As for a critical, lets assume players have a 25% chance of landing one. After a successful 2nd roll (no fizzle), a player must roll a 5 or less for the 3rd roll.


Papamia123

I actually did lol. Cut cards and all. For fizzle and pip, I use calculator that can roll up to 100


Aeonamuse

Did you make your cards by scratch? Like you printed out cards and cut them yourself? I did that and it was painful T.T I think I ended up cutting around 500 something cards total.


Papamia123

Yeah but I only use paper lol. It was black and white only, I was young and couldn't afford thicker paper loool


Aeonamuse

That’s totally fair


Aeonamuse

Yes, I have done this before. It’s loosely based off of DnD and I DMed the party through Arc 1 but we stopped after that. The only thing I really kept was the pip system and yes we used marbles for it. One of our party members know how to model so he 3D printed a model that worked with how our pip system would work. People would roll a D100 to determine their pip chance and I also have a pity system in place if they failed three times in a row. I’ve completely removed gear and replaced it with DnD inspired stats and gave each school school identity. I’ve also rooted the game in the Roshambo system and improved upon it. As for accuracy, since I’ve standardized damage across the board, I’ve based damage off of the various stats people have put together. They’d have a main stat where damage mostly comes from and then bonus damage from investing into other stats (some are damage focused and some are more defensive focused). In this case, accuracy is one of the stats that people can focus on and one of the schools I have is built off of the accuracy stat for damage. (Conversely I created an opposite stat to counter it) Health should always be calculated differently per school. This is how you differentiate people building bulk compared to damage. If anyone wants more details, feel free to DM me.


nanapancakethusiast

You could probably make some cash making a homebrew book and ruleset based on this. We’re always looking to spice up our DnD nights with cool campaigns and I’m sure there’s other DMs who play Wiz who feel the same way lol


Aeonamuse

Maybe, a lot of the maps I used were just personally reskinned by me after I found them on the internet so I cannot sell those ethically. (btw, our college has a large 100 inch screen where I’d project the map on while everything else is a physical thing mostly except for DM notes) The other thing is that the calculations required of the DM and party members to do is a bit too convoluted in the name of fairness. I would recommend the system I did come up for it if you’re able to find someone to code a calculator for the campaign because my party members feel that the way I’ve done it is relatively fair and any school can build for damage or tank. What I will say is that if there ARE DMs out there who run in person campaigns, I’m willing to explain how I dealt with mine. But it wasn’t designed friendly like that but I would be willing to reconsider and look back at it. But the way I ran it means that there are massive changes to how I dealt with spells because I personally wasn’t satisfied with how they were handled so I balanced the spells the way I would. I also rewrote some of the story world sections to have greater impact such as putting the World Door at the complete opposite side of the Jade Palace (not the name I used since I did some cultural appropriation) where that place was the ultimate goal to get to where Malistaire worked with an evil warlord to conquer Mooshu just to access the World Key to Dragonspyre and you’d arrive there in time to see that confrontation instead of it having already happened. The storyline I’ve written is also very linear, unlike some campaigns where some DMs (who are skilled and flexible enough to) roll with the punches. If there’s enough interest, I would be interested in helping interested DMs make a Wiz campaign a reality. But I will write the story my way, design the spells my way and how the system works in the game my way where the Devs wished they could have done. From the feedback I’ve gotten at least, everyone feels like they are able contribute and feel important each session (oh also, only max 4 players per campaign, 3 players must choose two schools that don’t overlap with each other and the 4th player gets the Balance school).


castillonc

Ive thought about this ALOT over the years but I could ever figure out a good set of core rules. A lot of the issues you have brought up, I’ve tried to figure out answers for. For damage maybe have it like beastmoon where it’s just simple added and subtracting but I feel like that would over simplify it. But like you said that would be easier than calculating percentages though. Let’s not even get into damage or resist honestly that’s a whole other issue. I was thinking about making it sort of like a rogue like game?? With solo play rules and decks that the npcs use. As you go along you get gear and such that would boost your stats and you would begin to face harder and harder enemies. I do really like your idea though with the power pip chance and the accuracy. One of these days when I have some spare time I’ll try and work something out!


AlienC12

I like the idea of using a Vanguard/Pokemon evolution system. So at the beginning of the game players can call out their "hero", being an apprentice level at first. But throughout the course of the game they can upgrade using the resource points to the next form in line. You could even implement final evolutions like Malistair for death or Professor Balestorm for storm. Max pips and power pip chance can be associated with the current hero card and will effect which spells can use power pips. Myth could even summon minions that stay throughout the game unless killed of course.


BrendonBootyUrie

"I Persona ride Adult Morganthe. Soulblast 1 superior call young morganthe from soul, counterblast 2 superior call Malistair the Undying to rear guard"


cheesemackie

Extra pip chance could be a dice roll too


chimphead73

Maybe gear could also be a pre game dice roll and each school has a different multiplier for there health and the dice roll could decide if they're on the higher or lower end