Just some basic formulae for the game here, tell me if you think it works:
XP needed for next level (x is current level):
10x+5[(x-1)^3]
Meaning at the following levels, you need so and so xp to get to the next:
1: 10
2: 25
3: 70
4: 175
5: 370
xp formula needs to be reworked
Str/Dex/Int will be 5 times your level (at 1 you have 5, at 2 you have 10, etc)
These can be raised with certain class skills, often only 1 or 2 points at a time, so they'd only be worth several levels of leveling even when maxed.
And I was thinking whether there should be misses, and I think it makes sense despite how annoying it is.
So your to-hit chance is:
1d20 (FOREVERZ) + (Str/5) + (Dex/2.5)
and AC is:
(Dex/2.5) + (Int/5) + 5
So a noob hits another noob on a roll of 6 or higher, which is often but still with a miss chance.
AHHHH TOO MUCH MATH *Dies*
Revisions:
Damage:
Attacker
Str: A
Dex: E
Wep Min: B
Wep Max: C
Defender
Def: D
Dex: F
(2A + 5C) - F - (1/2)D
(E + 5B) - F - (1/2)D
HP:
Init 100
2-10: +50
11-20: +100
21-30: +150
31-40: +200
41-50: +250
etc
XP needed for next level (x is current level):
10x+5[(x-1)^3]
Meaning at the following levels, you need so and so xp to get to the next:
1: 10
2: 25
3: 70
4: 175
5: 370
xp formula needs to be reworked
Str/Dex/Int will be 5 times your level (at 1 you have 5, at 2 you have 10, etc)
These can be raised with certain class skills, often only 1 or 2 points at a time, so they'd only be worth several levels of leveling even when maxed.
And I was thinking whether there should be misses, and I think it makes sense despite how annoying it is.
So your to-hit chance is:
1d20 (FOREVERZ) + (Str/5) + (Dex/2.5)
and AC is:
(Dex/2.5) + (Int/5) + 5
So a noob hits another noob on a roll of 6 or higher, which is often but still with a miss chance.
AHHHH TOO MUCH MATH *Dies*
Revisions:
Damage:
Attacker
Str: A
Dex: E
Wep Min: B
Wep Max: C
Defender
Def: D
Dex: F
(2A + 5C) - F - (1/2)D
(E + 5B) - F - (1/2)D
HP:
Init 100
2-10: +50
11-20: +100
21-30: +150
31-40: +200
41-50: +250
etc