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MP Roleplay Playthru Interest?

Discussion in 'MP Forum' started by logoutzero, Oct 8, 2018.

  1. logoutzero

    logoutzero Diabloii.Net Member

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    I don't know why, but I've been stuck on wanting to try to run the game with a role-play perspective.

    I'm particularly interested in trying to emulate an old pen & paper style game, where each class serves a function, not each one able to beat the game individually.

    (Possibly) severe restrictions on gear, stats, and skills, to really hammer the role-play home.

    Think along the lines of AD&D if you are familiar with it, take the Cleric for example:

    The cleric can be good or evil, and their spells will reflect their alignment somewhat.
    The types of spells a cleric has access to can be cast in armor, but their ethos limits this to medium armor.
    Likewise, they may only use blunt weapons.
    They don't excel at melee combat, but are capable. Their life pool isn't fantastic, but they are more durable than arcane type casters.
    They have a heavy emphasis on destroying or manipulating the undead, which again is influenced by their good/evil alignment.

    A Paladin fits this bill pretty well, but in the interest of making Diablo II a single-player game capable of multi-player, the Paladin (and all classes, really) can access a myriad of other abilities better suited to the world of Sanctuary. I'm interested in ignoring these extra Diablo-type powers, and trying to beat the game.

    (Obviously, a healing/melee/undead killer is only fun for so long alone, though certainly capable of beating the game.)

    Other classes could easily be designed (by myself, or others) but I feel as if the "High Fantasy" genre of RPGs is most closely aligned with what we have available.

    Another good example of a game I am somewhat familiar with, and I feel could provide a lot of inspiration for characters, is FFXI:Online.

    Would anyone be interested in playing like this? I'm flexible on version, and I think softcore would be best suited for this, in-case our restrictions end up being stupid, or we overlook something whilst designing the characters.

    I think most of the gear would likely be plain and magic. Maybe rares from Act Bosses would be nice. Crafts would be a neat way to bring some non-combat abilities to certain classes, or even available freely. In my vision, I think the majority of sets, uniques, and runewords would be entirely too powerful, and I'd like to see their exclusion as a general rule.

    My playtimes are typically around 1800 to 2400 CST weekdays, and mostly open on weekends (minus Sunday midday, as I always meet my parents for lunch with my family.)

    Any interest, ideas, or suggestions?
     
    Last edited: Oct 9, 2018
  2. Uthanak

    Uthanak Diabloii.Net Member

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    I'm all in on this. Sign me up for a... Druid, I think.
     
  3. logoutzero

    logoutzero Diabloii.Net Member

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    Not attacking animals and plants, no matter how evil they may be, will be interesting. We might have to overlook that one?
     
  4. Zylo

    Zylo Diabloii.Net Member

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    I'd be interested in this as well. 1.14d SC FAM on my end. Mountain time zone.
     
  5. logoutzero

    logoutzero Diabloii.Net Member

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    Here's what I think pertinent about Druids, citing AD&D 2E:
    • Armor: Natural, non-metallic. (Leather) Valid for all slots other than shield, Wood is permissible here.
    • Weapons: Weapons that resemble tools used for Herding, Farming, Harvesting, or other wilderness activities not related to hunting, as a Druid would NEVER harm any animal, or weapons intended for self-defense, not offense.
    • Club, Sickle, Dart, Spear, Dagger, Sling, Staff.
    • Max EXP level is 23, gaining 8 life per level up to 15, 2 beyond that.
    • +2 saving throws against Fire and Lightning/Electric
    • Does not gain additional combat attacks
    • Immune to all poisons at 16
    Translated into D2:

    Equipment: (all include Exceptional and Elite versions)
    • Body: Quilted, Leather, Hard Leather, and Studded*
    • Head: Cap, Crown, Bone Helm, Circlet, Pelt (<edit, duh forgot about these)
    • Shield: Small, Spiked, Bone
    • Gloves: Leather, Heavy
    • Boots: Boots, Heavy, plus Boneweave Boots. (I thought they fit because of the name, but maybe not)
    • Belt: Sash, Light Belt
    • Weapons: Club, Military Pick, Scythe, Throwing Knife, any Spear-Class excluding Pikes, Short Spear, Throwing Spear, any Dagger-Class, Short and Long staves (edit: I swear I remember Druids being able to use Bows... I'll have to look into this more. I guess it's the hunting/war aspect of what the Bow is designed to do that discourages Druids' use, we'll leave them off.)
    • Rings and Amulets are okay.
    *(Although Studded Leather may not always be studded by metal, Trellised and Wire are almost certainly containing metal, so we will exclude them)

    8 life per level is about equal to no more than +3 VIT/lv. This is valid up to clvl64 (We'll call it clvl 64, 15/23*99), after that VIT may not be developed further.

    The bonus saving throws can be implemented with charms. +2 (on a d20 scale) is about 10%, so Druid can carry resistance charms totaling no more than 10% for each element (Fire/Lit) in Normal, and additionally may offset the Nightmare and Hell penalties.

    Druids fight like Clerics (basically able, but not apt) so they don't gain additional attacks per round. We'll simulate this by not allowing the Druid to use any gear with IAS.

    Not sure how we'll implement poison immunity, although it has a very different meaning in Diablo. Maybe the other characters will not be able to raise their poison resist past a certain %. Alternatively, maybe the Druid can carry any amount of charms with poison resistance. Ideas?

    In the context of emulating AD&D in Diablo, I think we will call Rares(yellows) "magical" items, and treat Magics(blues) simply as high quality mundane items. That way, we can give classes that have the ability to equip magic items the advantage it is meant to be. Therefore, Druids are able to equip Rares of any item type they are able to equip above.

    (**edit: see this post below about magic/non-magic items, I think I like the latter version better)


    Spells:

    Fire Spells are all passable, as are Ravens, Wolves, and the Bear. Creepers I think are acceptable as they could be considered plants, which Druids can manipulate plants and identify with them. Cyclone Armor can be argued as Protection from Fire and Protection from Lightning. Druids are able to control the weather, which one could argue as the Wind side of the Elemental Tree.

    The only native Druid skills I can't see crossing over are the spirits, and Were-skills. When a Druid takes an animal form, it's usually assumed to be a natural animal, not a were-wolf with flaming claws or a bear so terrifying his enemies stop in their tracks. I'd be tempted to say Werewolf/bear and Lycanthropy can be developed and used, but attacks limited to Maul, Feral Rage, and Hunger.

    Thoughts?
     
    Last edited: Oct 9, 2018
  6. logoutzero

    logoutzero Diabloii.Net Member

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    That puts us up to 3. The Druid can provide some elemental damage, minions to help tank/deal damage, and possibly tank himself with the shapeshift. I think we could be set with a dedicated damage dealer, and a support. What are you interested in trying out? (not saying it has to be either of those!)
     
    Last edited: Oct 9, 2018
  7. logoutzero

    logoutzero Diabloii.Net Member

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    I'd also be perfectly happy to say that blues are in-fact equivalent to magical items, and unless the class is capable of using magic items, they are stuck with whites/grays. We could handle affixes on a case-by-case basis, and only treat it as magical if it has a "magical" affix, such as anything elemental, leech, gold/mf, stats, etc.

    I think affixes such as enhanced damage (on a weapon), enhanced defense (on armor), plus damage (on weapons), bonus to attack (on weapons), requirements, throwing quantity, block chance (on shields), and PDR (on armor, not from jewelry) could be considered as non-magical for this playthru. I think these attributes could be representative of fine craftsmanship or high quality materials without being considered enchanted.

    The thought also crossed my mind to say only health pots, and no TPs. But that might just degrade the play without adding anything. Thoughts?
     
    Last edited: Oct 9, 2018
  8. Zylo

    Zylo Diabloii.Net Member

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    I've never actually played the AD&D, or anything close to it. So if you have any links, or any reading I need to do before hand, let me know - otherwise I think I know what you're shooting for... but if you're wanting to go for total immersion, and not have any hiccups coming from my end as a result of never played, I'd graciously bow out.

    As far as what character, I'm really open to about anything. I typically only play cookie-cutter over powered builds, so I think support actually sounds more fun. It would be a change to rely heavily on others, instead of norm. Did you have something in mind for yourself? I've had a busy day/weekend. I can think more on this tomorrow, and get back with you.
     
  9. Uthanak

    Uthanak Diabloii.Net Member

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    Sounds great, I don't recall if diablo has any immune to poison abilities or it's only half poison duration?
     
  10. logoutzero

    logoutzero Diabloii.Net Member

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    @Zylo No worries, it's not needed, just drawing inspiration and trying to force the party dynamic.

    I'll likely play either a tank or healer, but healer almost exclusively means Paladin in D2.

    Edit: depending on how much we restrict the gear and stats I'll most likely end up playing a barb. Howl taunt and grim wars to keep the others safe. Might not be a AD&D class, but aggro mitigation certainly fits the party dynamic theme.

    @Uthanak all I can think of would be PLR or Cleansing. I think charms will work.
     
    Last edited: Oct 9, 2018
  11. logoutzero

    logoutzero Diabloii.Net Member

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    Here's a class I designed to fill a sort of gap seen in AD&D, sort of a hybrid between Aragorn/Strider the Ranger from JRR Tolkein's Middle Earth, and a generic Warrior class, inspired heavily by Final Fantasy. I've tried to balance him similarly to the Druid outlined above.

    Rangers are capable of wearing any type of armor, but their combat style favors light armors, especially when dual wielding. They tend to prefer to be alone, and close to nature, but in a party setting tend to be the heroic type, defending his weaker allies, and using any resource he has at his disposal in case of injury, or any type of need that may arise during their travels. They are talented trackers, and very versed in more than just simple arms and weaponry. He is able to make use of magical weapons and armor, but not if it would give him the ability to cast a spell. He doesn't really have access to magic, but he is a skilled woodsman and survivalist, with just enough "holyness" to grant him a tiny touch of priest-like magic at high levels (starting at level 8 in the context of an AD&D Ranger)
    • Armor: Any. Light while dual wielding.
    • Weapons: All. Off-hand must be smaller and lighter when dual wielding.
    • There is no max EXP level, and gain 10 life per level.
    • Ignoring fighting with 2 weapons, he gains an additional attack per 2 rounds at level 8, which increases to an extra attack every round at level 15. The off-hand can never supply more than 1 attack per round.
    Translated into D2:

    Equipment: (all include Exceptional and Elite versions)
    • Body: Any
    • Head: Any
    • Shield: Any
    • Gloves: Any
    • Boots: Any
    • Belt: Any
    • Weapons: Any.
    • Rings and Amulets are okay.
    10 life per level is about equal to +2 VIT/lv since he will be a Barb.

    If we follow the same scale as the Druid, first bonus attack would come at 34, and second at 64. The problem here is, a "round" in D2 is 25 frames, and many weapons (even without IAS) already attack faster than once per round. My solution is to limit his IAS to 0% below level 34, allow up to 20% (should be enough to speed up most weapons by 1-2 frames unless it is already fast) below level 64, and up to 40% after that (should hopefully catch at least another frame for most weapons.) **I forgot about the extra attacks granted by proficiency, so.... If a mastery has at least 10 points in it (excluding Double Swing) then weapons of the corresponding type may have IAS on them which doesn't count against the 0/20/40 limits. Might only be good for 1 frame on certain weapons, but the thematic RP is nice :)**

    As far as magical items are concerned, here's an explanation. He could hit things with a magical sword that dealt fire damage on striking, or one that had a chance to shoot a fireball when swung. He could not use a sword that was able to produce a fireball just by wielding it. (Basically, no charges. Oskills won't be a problem since we aren't using any gear that could grant them. CTC is okay)

    Spells:

    I like Find Potion to count as knowing his way around fauna and flora to create healing salves and supplements, especially if we put a restriction on potions. (Edit: Maybe that's silly. It'll be hard to differentiate horked potions from dropped potions, and I'm thinking the game is going to be hard enough without putting a restriction on pots, so I'm thinking I'll just drop the idea.)

    Howl, Taunt, and Grim Ward can be seen in just about any combat scene with Strider and the halflings, such as chasing the spirits off with a torch, telling them to hide while he does battle, etc. Normally Fighter-types are the only ones able to become weapon specialists or masters, but are able to use all weapons without penalty. They are granted 4 points to distribute among weapon types at character creation, with a fifth at level 4. 4 points is max per type. These points may also be used to give him 2 weapon fighting specialization. 5 points, 4 to max, I think we can compare that to 25 skill points available for masteries (treating Double Swing as 2 Weapon mastery) assigned in multiples of 5. Iron Skin is okay, but I feel like Natural Resistances are outside of the roleplay, as are Warcries other than those mentioned earlier. I think we'll ignore Frenzy and Whirlwind for this guy, and impose a no increased mana, and no mana leech/mana regen/mana pots rule to keep him from becoming too heroic for our purpose. He has skills at his disposal, but never becomes so skilled as to approach "mystical" levels, such as whirling through a hoard of monsters, striking all of them.

    I think this balances him on par with the Driud, and keeps his core playstyle at standing toe to toe with monsters without slaying droves simultaneously.

    @Zylo I know you said you'd be interested in anything non-cookie cutter/un-optimized, and maybe a support role.


    • There's the Cleric I talked about in the first post.
    • You could do a Dark Knight type, which would be something like a heavy armor, 2H melee-mancer with curse support.
    • There's the Bard, which is basically a Jack of All, Master of None of sorts that can inspire his party with songs and stories. He could probably be a Paladin, auras can represent songs, and maybe we can allow some oskill stuff to account for some spellcasting? Charges too. (I don't have any softcore items, but if you guys do, we could talk about muling certain things to allow some spellcasting)
    • The Thief is really a support class, albeit a damage dealing-support of sorts. They usually employ a "backstab" mechanic to bust out huge damage on unsuspecting targets. I don't know much about Assassins, but I bet Tiger Strike and Dragon Flight could probably emulate that. Traps fit the bill pretty well, and can also typically employ magical tricks/scrolls/etc, but cannot produce magic on their own.
    Just some suggestions I can think of off the top of my head.

    If you wanted to try a damage dealer, we could do like a robot/cyborg with an Amazon. Impale for huge, clanky attacks, and Lightning Bolt/Fire Arrow/Cold Arrow/Magic Arrow to represent eye lasers and guns and rockets and things, if you wanted to stray out of High Fantasy.

    Wizards, at least in D&D, aren't just lobbing Fireballs and Magic Missiles all over the place, most of the spells are actually enchantments, illusions, charms, and conjurations. If you wanted to play a caster, and also grant us the ability to socket gems/jewels/runes.

    Just tossing out some ideas, in case you need some inspiration. It doesn't have to be from D&D!
     
    Last edited: Oct 10, 2018
  12. Zylo

    Zylo Diabloii.Net Member

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    I was reading up on all the classes, and I think a wizard could fit in the party nicely.

    My immediate thought was to go with enchant and hydra. Enchant to help the party, and bring some utility to her. Hydra being timered would cut down on the spamming of spells. Hydra also is one of the most visually pleasing spells in D2, and looks like something only a master wizard would be able to conjure.

    Armor: None
    Weapons: Dagger, darts, slings, quarterstaffs, light crossbows.

    As far as looks/items - I think I’d go for a gypsy sort of look. So I think staves would be fair game, but heavily restrict armor slots.

    As far as stats I was thinking energy(intellect), and go energy shield for the no armor/restricted armor route. Thoughts? Maybe that’s too many skills, and she needs to stick to two.

    This would force druid to go something besides the fire skills, as I think hell would become very difficult with the amount of fire immune monsters. I’m open to any critiques and suggestions.

    Responding off of my phone.

    Also, how soon are you wanting to start this, and how many times meet/play per week? Or is this going to be more of a once a week for a longer duration sort of thing?
     
  13. logoutzero

    logoutzero Diabloii.Net Member

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    Feel free to take as many or little spells as you like. Lightning, Chain Lightning, Blizzard, Inferno, Firewall, Fireball, Frozen Orb, and Hydra all cross over very well. Energy Shield can work for the spell Shield, Mirror Image, Blink, Globe of Invulnerability etc, and Telekinesis can easily work for Knock, Push, Hold Person/Monster, etc.

    I would say the key to emulating the roleplay is to not go heavy on the synergies, instead going wide on the spell array. Of course, if you want to go with strictly with Enchant/Hydra, that's good too, since Wizards had to prepare their spells before-hand. Usually before resting. You would have a certain amount of spells you could memorize for each level (say 6 spell slots) and if you wanted 6 different spells, or 6 times casting the same spell, or 2 of A and 3 of B and 1 of C and so on... Either method works for me.

    Wizards do get d4 as a hit dice, and trending with the Druid and Ranger, means you could get up to +3VIT/2 levels, to equal about 4 life per level. Dexterity is also important to magic-users, as they have to perform intricate motions and movements in order to cast their spells, they can't be bumbling buffoons. I like the Energy pumping mechanic as well. You also would be able to utilize charges and oskills if they were available.

    I'd be happy to start any time. At least 1 dedicated day per week would be nice (like meeting for weekly game night :D) and wouldn't be opposed to pick-up games as well. Let's start with a game or two, and decide if we want to run it daily as we go along.

    I've started to brainstorm some story-telling for us too :)

    We need to do a host check, or use Hamachi or something like that.

    @Uthanak when might you be ready to start?
     
  14. Uthanak

    Uthanak Diabloii.Net Member

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    I've been born ready!
     
  15. Southpaw8668

    Southpaw8668 Diabloii.Net Member

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    Have you folks started up yet, figured out all the connectivity dynamics and so on? I would like to join as well if possible. What roles are being played so far, so I can augment the possible gaps?
    Wanted to join you all because I’ve gotten a little bored playing solo and running out of ideas for builds to play through.
     
  16. Zylo

    Zylo Diabloii.Net Member

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    @Southpaw8668 there haven’t been any PM’s or anything from logoutzero in a month or so. I’m not sure what’s going on at this point.
     
  17. Southpaw8668

    Southpaw8668 Diabloii.Net Member

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    @Zylo - That’s unfortunate. It seems like that’s the theme regarding MP lately. Some sudden interest is shown by a small group of players and then nothing transpires from there.
     
  18. Zylo

    Zylo Diabloii.Net Member

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  19. Southpaw8668

    Southpaw8668 Diabloii.Net Member

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    Don’t have a host, sorry.
     
  20. Pyrotechnician

    Pyrotechnician Diabloii.Net Site Pal

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    Logout Zero is like all of us old time multi players, we used to have a lot more time for this, but the world keeps turning!

    Good luck on your group guys, hope it takes off, I just don't have the time to commit to a regular playtime otherwise I would host and join you all.
     

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