First idea based on a cool idea
Basically, what I'm planning on doing is a never ending dungeon that gets progressively more challenging and deadly as the characters go through each room, after everyone in the party enters a room, the doors close, and a wave of monsters will attack, also there can be traps strewn about the rooms. Each character would be around a level one or two, and I would not be controlling a character, simply arranging the traps and sending out monsters in each room.
Boss fights: After every twenty rooms, there is a powerful boss enemy, they get stronger and stronger as the party progresses.
Special Equipment: There will be treasure chests in certain rooms, and perhaps even secret areas containing magical items, armor, weapons etc. Be careful however, as some chests can and will be cursed
Death: This will be based around a persistent world, if your character dies in here, his/her body and everything he/she was carrying will remain there, anyone can loot corpses for their equipment
High scoring system: There will be a high scoring system on the first post of the OOC, high scores are based off of how long a character survives, the chart will include the person's username, character name, and how many rooms they survived
Example:
HIGH SCORES:
1. Specter189, Derpy Derpford, 20
2.
3.
4.
5.
People aren't encouraged to create massive charactersheets explaining the backstory of their character, because they will die, that is the full intent and purpose of this roleplay, everyone will die, we're just seeing how long they can last.
For characters getting hit by NPCs, I will be using dice for the combat, attack power will be measured by one dice, then I will roll again to see how much damage the character's armor blocks, then if the character is using a shield, I will roll again to see if the character successfully blocks the attack, this happens if the block roll matches the attack roll it works like this:
6, 3, 6
The NPC's base attack power is 6 damage, however the armor took three points of damage, BUT the block roll matched the attack role, so therefore, the character blocked the attack
Damage:
1: A shallow cut or bruise
2: A deeper cut that might need medical treatment or a bigger bruise
3: A very deep painful slice, or a bone getting bruised
4: A cut that puts the victim in danger of bleeding to death, or a concussion
5: A large laceration on the chest or broken ribs
6: Dismemberment or breaking of a limb
For projectile attacks, such as skeleton archers or arrow traps, the first roll determines where the character is hit:
1. Forearm
2. Leg
3.Hip
4.Shoulder
5.Chest
6.Head
Additionally for projectiles, if more than one projectile is launched, I will roll for each arrow fired
Armor: Armor starts with base protection stats, your starting armor will suck, a limit of 10 protection for each piece and it degrades in protection for the amount of damage it absorbs
This is still a concept that I'm trying to make work, any and all suggestions of improvement
Would be most appreciated
SYSTEMS AND DICE ROLLS TO ADD:
Persistent wounds (Broken or severed limbs, deep cuts, zombie/infectuious bites)
Poisin, Bleeding
Cover, (Courtesy of ImportantNobody)
Any other suggestions that sound awesome

