I've come up with story-related things that make perfect sense out of classic problems in RPGs.
First offf, when A character's HP reaches 0 in my game, they don't die, they fall unconsious. Hit Points represent a character's ability to stay awake during a battle. items don't "revive" characters, they bring them back into consiousness. thanks to this, any character can fall unconsious in battle, but when a character dies in the story, you can't just use items to bring them back to life.
I've also come up with a way to explain random encounters in my game. Thanks to Iniquity's rampaging around, many of the animals mutated and evolved into monsters as time went on. Thanks to Iniquity's magic, the monsters are invisible to the naked human eye. Because of this, 3 key psychetechs were implemented: Barriers, Menu rings, and Beast rings.
Barriers are massive devices that prevent monsters from entering cities, but allow the safe passage of humans.
Menu rings are ring-shaped Psychetech devices that, when activated through pressing a
-shaped button on the top, create a digital "menu" created by the wear's mind and those in his immediate party. the menu allows the wearer to do various things, such as viewing the wearer's physical capabilities in the form of numbers (statistics).
Beast rings are ring-shaped devices that scan the 10-foot radius around the wearer for hostile monsters that can't be seen. When a monster or group of monsters get within the radius, the ring pulls the monster(s) close and creates a "pocket dimension" for the wearer and his party to combat the monsters with full visibility. the "PDs" as some call them have a different way in which time flows, relying on a human and/or amonster's Mental quickness (Agility) to determine who's able to move. The beast ring also creates a menu for the wearer and his immediate party to view ther HP, MP, and various things they can do in battle.
I'll post more when i can come up with them.
First offf, when A character's HP reaches 0 in my game, they don't die, they fall unconsious. Hit Points represent a character's ability to stay awake during a battle. items don't "revive" characters, they bring them back into consiousness. thanks to this, any character can fall unconsious in battle, but when a character dies in the story, you can't just use items to bring them back to life.
I've also come up with a way to explain random encounters in my game. Thanks to Iniquity's rampaging around, many of the animals mutated and evolved into monsters as time went on. Thanks to Iniquity's magic, the monsters are invisible to the naked human eye. Because of this, 3 key psychetechs were implemented: Barriers, Menu rings, and Beast rings.
Barriers are massive devices that prevent monsters from entering cities, but allow the safe passage of humans.
Menu rings are ring-shaped Psychetech devices that, when activated through pressing a
-shaped button on the top, create a digital "menu" created by the wear's mind and those in his immediate party. the menu allows the wearer to do various things, such as viewing the wearer's physical capabilities in the form of numbers (statistics).Beast rings are ring-shaped devices that scan the 10-foot radius around the wearer for hostile monsters that can't be seen. When a monster or group of monsters get within the radius, the ring pulls the monster(s) close and creates a "pocket dimension" for the wearer and his party to combat the monsters with full visibility. the "PDs" as some call them have a different way in which time flows, relying on a human and/or amonster's Mental quickness (Agility) to determine who's able to move. The beast ring also creates a menu for the wearer and his immediate party to view ther HP, MP, and various things they can do in battle.
I'll post more when i can come up with them.





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