Also, make sure to check out our new forums here
Hey! The site looks entirely different, you might say, and you'd be right! It looks like the landing page for a fantasy MMO now! But hey, it looks a lot more professional now. But anyway, onto MAGIC!!! There are a variety of spellcasters in the game. In fact, most classes are on a sliding scale of spellcasters (spells) to meleers (totally a real word) (swords). Most fall somewhere in between, but the wizard and it's subclasses, the necromancer, and the priest are pure casters. The difference between spellcasters and Meleers is how they use their powers. For example, all spellcasters learn spells as a core ability, and cast select ones during a given time period. Meleers learn various maneuvers AND POWERS THAT THEY CAN USE WHENEVER. For example, the wizard's spellcasting (they have other features) mechanic is built around spells usable once per rest (sound familiar, D&D fans?). That means, at the end of a rest (or chapter in the story, or what have you), wizards will chose a number of spells from a list that can be used throughout the day. The Militant will be similar, having a number of maneuvers he can use once a day. However, they do not select these maneuvers after every rest, they have them on hand to adjust to any situation. So, while the wizard is stuck with the wrong spells, the militant will be able to use any maneuver he has available. Of course, the militant has fewer maneuvers to choose from to prevent him from overshadowing the wizard. To d&D fans who find this very familiar (and remember its problems), don't worry, that's on purpose. We have offsets to all of this as well, so don't worry about balance.
Also, make sure to check out our new forums here
Hi there! This is grag. I'm going to talk a bit about classes and how "branches" of a class works.
all classes are divided into two (or more) branches. the branches represent a speciality in that class. For example, the warrior is divided into the knight (a sword-and-board protector of the party) and the fighter (an in-your-face diehard that dishes out pain). Here's a link to all the classes and their branches. you may notice that some branches were originally full classes. this is just because they were similar enough to fit under the same archetype. for example, necromancer was too specific, but it worked great as part of the deathdude.
So, after nearly two years of brainstorming, writing, and being lazy and not posting anything, I'm proud to announce that we might actualy work on some actual mechanics. Let me start spewing ideas in a list, and then I'll think up some primitive mechanics
There were three pictures that were all the same, featuring a hipster striding under some yellow trees. this picture was on the home, updates, and the lands pages. these pictures came from nowhere when we got the better theme, and only now have we managed to put the new logo on due to technical difficulties.
Hello everyone, this is bordgiggywerg the mushroom paladin. We're announcing a new game we've started working on today, and its pretty much the best thing ever, other than holydoom. there will be blood in this game, the exciting kind, the kind that gets your blood pumping before it's all gone (grag's note: Geeze, borg, Isn't . this game's different from holydoom in many different ways of course, seeing as there are crystals and breaking them involved in this game. another reason it's different from holydoom is that this time we're planning on making it playable within the first year of being announced!!
um.... why the looks, guys?
here's the link: http://crystalbreaker.weebly.com/
Our provider, Weebly, has added the beta of a new theme type, so now the website is crisper, cleaner, and OMG IT TURNED OFF THE FONT THAT MAKES EVERYTHING UPPERCASE! NOW ALL THE POSTS LOOK TERRIBLE! FIXING NOW.
EDIT: and were back!
Hello everyone. this is bordgiggywerg, the mushroom paladin, checking in for the first time in a long time. i'd like to say that on the 27th of april, 2 days ago, we had a record high 2,479 page views with about 750 different people viewing our site. Thank you everyone for the huge amount of support!! please remember to contact us, comment on updates, and stuff like that. we apprec
So, I was kind of at a loss for ideas. Now, I think i'll just spew off ideas and news for a while. Well, first off, I made a new and improved forum that you can talk in at holydoom.freeforums.com. Next, it's time to spew ideas for classes. I'll start with a notice. All characters are considered to have had an encounter with holydoom that made them special, a cut above the rest. All characters, and therefore all classes, are inherently magical in some way. the warrior can do things not normally possible because of this, the ballerina can keep spinning for far longer than any in real life, the ninja can actually bend shadows around him. This is important to take into consideration. Also, there will be rules for starting before your encounter with holydoom and actuality enacting this pivotal moment in your character's life.
EIDT: Wow, I am inconsistent. I leave off in the middle of a paragraph and don't come back for weeks. But seriously, I've been working. On other RPG sites, I have told others about this site and gotten some valuable feedback. I am in the process of downloading some other free games to get to know other systems well, and I think the game will be better for it. So for right now, I'm going to go read up on this new stuff and come back in a while.
Concentrate Grag. YOu can do this. all you need to do is settle in and write.
Ok, lets start with the basics. Many of you may have heard of the new edition of Dungeons and Dragons coming out soon. Soon as in second quarter of 2013. It promises to bring the best parts of all the editions together, make everything modular, etc, etc, etc.
I promise you, we can do better. get the word out. Comment on the stuff I put up. The more helpful the community is, the better everything will be. So I'm going to fire off a couple of ideas here that have been floating in my head.
1. Skills: Beginner explanation: Skills are the abilities your character has, like how well you can climb a mountain or convince the king to not slice off your head for his own amusement. skills are divided into two categories: Mechanical (more or less mandatory) and role-play (optional). Mechanical skills are things that the game rules interact directly, things like Fitness, dexterity, use environment, handiwork, hunt, and more. In other words, they are useful directly in game terms. Role-play skills can be helpful outside of the game rules, like preform, craft, swordplay, and others. There are things that could easily fall into both categories like negotiation finesse, deception, and more. However, I like to think of them has mechanical, because they can influence out of combat game rules, and could possibly help with combat (think convincing a king to lend you an army.. Also, I like these skills to be more mandatory than role-play ones, because you will be significantly more capable in out of combat situations if you write "born with a silver tongue" then if you say "I was I good blacksmith," because "silver tongue" situations come up more than "blacksmith" situations. there are also exceptions to something being a role-play skill, like for the ballerina and bard, who use the role-play skills dance and sing instead of hitting their enemy in a more traditional way. Role-play skills could be optional, different play styles want different things. Perhaps the most important part is, however, that they draw from different point pools, meaning that you won't have to have bad mechanical skills to have good role-play ones.
Wait! I just had an idea!
What if classes used a skill to base all their powers around instead of an attribute score. Like a fighter used fitness and...IDk...swordplay? Hmm, I'll save that thought for later.
THe skills would be point-bought based on attributes, and would get a static bonus from how high a attribute was, so fitness is based off of muscle, so you would get a static bonus because of your muscle score and if you put points into it. However, here's the twist: YOu could also put points into it from things like quickness or toughness. they won't inherently add to it, but you could spend points to do it. Kewl, eh? So, those are my ideas on skills. Now moving on to classes.
2. Classes: Beginner explanation: Classes are the main way your character interacts with the world; your profession (ex. fighter, wizard, ballerina). Balance is how equal a character is abbility-wise compared to another character.. Balance is quite important to me. It's what makes the difference between fun and disappointing. I don't think that anyone is against balance in general, as long as it doesn't make the game less fun. Thats why I'm going to do a playtest of holydoom before it is released. A playtest is where you play the game in its unfinished state to see what needs work, like beta testing an MMOG.
No updates in four months. Well, thats not exactly true. I did a bit on the tutorial, and some other things. And, there was a few posts I deleted. But the reason for no major updates is because of this little story.
Once upon a time, there was an alligator man working on a giant blog post, a page and a half (or more) long in Microsoft word. He worked on it for a couple days for twenty minutes at a time. progress was slow, but so many improvements had been made. Then, said alligator man pressed the delete draft while in a rush, a button that is right next to save drafts, and that doesn't even ask "are you sure you want to delete this?" This made the alligator man mad because he put much time into the blog post. so the alligator man went into depression and sucked his thumb in bed for two months. guess who that alligator man is.
I'll give you a hint:
It's Me! *Goes into hyper rage and destroys the world*
Ok sorry about that. but yeah, thats what happened. But now i'm Back!
So here is how things are going to go down. I'm going to post a single post ever little while, Publish it, and then compile them into one blog post after i'm done with all of them. first one coming tomorrow.
Grag and co.
This is the updates page for me - Grag- and the rest of the Holydoom makers. I am a Vazalon ballerina. Why are you laughing? On Vazalon Isle that is a serious form of art.
Old, rusty stuff