To whom it may concern,
Congratulations, you have been selected to take part in a brand new beta test of our most recent game, Sword Art Online II. You, along with 999 others, have the chance to log into this game.
Be warned however, once inside, you shall not be able to leave until you die or the game is completed. Join our world of swords and spears, and even a little magic and have fun with us!
Thank you,
Sword Art Online II team
So, the basis is the same, only this time the 'dying when you die' clause is an accident that cannot be fixed until the players clear floor 100. Its going to run rather similarly to the show, with a combat system based off posts and such. Killing other rpers characters will not be allowed, except for when both agree to it OOC. I will do random events however to keep things going.
I am also going to include a skill system to limit people from making the 'ultimate jack of all trades' character. Don't you just hate someone who can do everything easily with no effort?
The way I am feeling this is that levels are going to take XXX amount of experience points to get too. Experience will be awarded by posting and by participating in events. This way characters who don't wish to spend every post fighting can still level, and no one will magically reach level 20. I ask that you keep up with this at the beginning of your post by posting your character name, level, current exp, health, and mana as so:
Carl, Level 244, experience 400,248,327; HP 50,000/54,000 Mana: 1500/3000
or something to that affair.
Skills will come in certain categories and you can get a certain number of 'skill points' to distribute as you wish at each level. These will matter, but not that much. I like the 'rule of cool' style. I will let things slide if it works and it is cool enough. However, if your blacksmith level is 2, and you say 'makes ultima weapon' I'm going to make something very bad happen to you...... -spooky sounds-
Skill List
1. Combat skills
a. One Handed - Your skill at handling one handed weapons
b. Two Handed - Your skill at handling two handed weapons
c. Shields - Skill at handling shields
d. Light Armor - Ability to use light armor
e. Medium Armor - Ability to use medium armor
f. Heavy Armor - Ability to herd yaks use heavy armor
2. Magic skills
a. Healing magic
b. Fire magic
c. Earth Magic
d. Wind Magic
e. Water Magic
3. Production skills
a. Smithing
b. Scribing
c. Brewing
d. Sculpting
e. (pretty much any production skill you want. They will be used primarily for money making, though the party might want to have a dedicated smith and brewer. I plan to be the smith... so don't hate meh for taking that role. But creating balanced weapons will be necessary.)
Now, I know some of you hate the skill system. I do too, but its the only way to balance this. I am doing this so I don't see 'players' using a dagger their entire game, then pick up a two handed weapon and be amazing with it despite never practicing or putting any points into it.
At level one, which we all start at, you have 30 points to distribute as you wish. Be warned, I will gm situations if you take all magic and start fighting with a sword, along with other things. Weapons, armor, magic spells, and other things will be at the players discretion, with limits. no level one, no matter what his fire magic level, knows a spell to fuck and aoe army.
Everything, including magic, will be bought at shops, or found as loot. I as the GM, will determine loot, and weather a creature lives or dies. I will also determine what is found and when in dungeons, as well as who creatures target.
As a player, in a fight, please make an attack: -Gerald swings his sword at the cow- and not a hit: -Gerald's sword goes through the cows neck, severing its head-
Man, there is a lot here. I probably confused most of you. Please read and give comments at least, without being nasty, thank you!