Alright /tg, any anon here would like to cooperate to create a tabletop RPG game inspired by that shining sexy masterpiece that is Diablo 2?
So here's what comes to mind in terms of fluff and crunch:
-Fluff:
>Gritty gothic dark world threatened by a rising dark power, against which common humans are helpless
>The playing characters bear incredible abilities that allow them to confront the legions of evil, but nonetheless their fight is desperate
-Crunch:
>Combat must be very quick-paced, expecially when it comes to dispatch hordes of minions.
>literally legions of enemies to fight everywhere
>d% for attack rolls, assorted dice for damage rolls
>Stats and classes much like Diablo 2's
>Boss fights involve lots of running away and avoiding attacks
>Certain inventory mechanics are crucial even in combat, like how many potions you can keep in your belt
>Healing potions, mana potions, antidotes, explosive/poisonous potions, gems, the Horadrim cube and all that sweet shit
Now about mechanics:
>Roll to hit is made with d%, roll under Attack rating - target Defense, 95+ is always a miss, 5- is always a hit
>Shields give a % chance to parry, but you can parry only a limited number of attacks per round (depending on shield) and you have to choose which ones.
>Attacks can stagger the target if you hit it hard enough
>Strenght, Dexterity, Vitality and Energy as primary stats, on which depend Attack rating, Defense, damage bonus and elemental/status resistances
...Anyone interested?
Here, done.
>>43999073
Yeah except that it sucks.
>>43999024
>Combat must be very quick-paced, expecially when it comes to dispatch hordes of minions.
>literally legions of enemies to fight everywhere
You don't have much in the way of singular regular enemies, but instead each enemy counts as "hitpoint" of the horde. If they fall under certain amounts, they become less dangerous in combat.
Kill 25 of 100 skeletons --> skeleton horde has less attacks/hitchance/damage/whatever
>>43999766
Minions have two 'toughness' values
When you roll damage against minions, compare the result with these two: if you are under the first, you deal no damage; if you equal or exceed the first but are under the second, you deal one wound to the 'horde', and every two or three (depending on creatures) wounds inflicted you remove a minion; if you beat the second and higher value, you remove a minion immediately.
>>43999024
>Grindfest
3.5/PF
>>44000423
Thank you for your useful and well-thought contribution, your effort is much appreciated.
>>43999094
So does Diablo.
>>44002743
>thatslikeyouropinionman.jpg
>>43999024
This all sounds terrible just run a game in the setting and pass out magic items like candy
>>44003411
I DM'd a Rogue Trader campaign where I tossed out crazy weapons like candy. Though the enemies also had the same types of equipment.
Good times were had and a jetpacking archmilitent with an Autocannon leads to much silly.