Update 2
It’s been a while since the last update. Life changes reduced my available time quite a bit, but I am getting back at it. I have got most of the core systems up and running, all custom to the world. So far I have these ones completed:
Here is a brief rundown of each of these.
New PC Setup/Custom Races
I have set up custom races at character creation. These are basically just the core races of Faerun and not the exotic or monster races. Shield Dwarf, Sun Elf, Stongheart Halfling, etc. Selecting a deity will be required and be based on your race/alignment. I think I have most of the Faerun deities available. The PC will get a basic starting package and some gold and get moved up to level 2 at setup completion. I am trying to keep it a simple a fairly quick process.
Spawn System
The spawn system is written so that a spawn table can be used. Right now they are just waypoint with variables, but the system uses a wrapper to get the resref of the creature so I can plug-in any method of getting a resref, like using a database or whatever. Creatures have spawn locations, respawn timers and the areas will despawn and clean up after no activity in the area for a period of time. Trying to keep in mind server utilization in all of the systems.
Loot System
Each creature will have a loot table associated with it. Like the spawn system these tables are accessed through a wrapper that allows me to move the source of the resrefs easily later if needed. The system allows for cascading tables, different quantities and probabilities, and various rarity of items or fixed items.
Rest System
Keeping it simple, resting will be limited to allowed locations-Inns, campfires, etc. There will also be a timer between rests based on the location. No plans for required rest items like bedrolls, tents etc. and probably will not worry about needing food and water.
Death/Respawn System
For this I am not going to have bleeding/dying after reaching 0 hit points, you just are dead. You then respawn in the Fugue Plane and get a small, level based death penalty in the form of XP debt instead of XP loss. There is a cap to the debt which is also level based. Gained XP first removes debt then adds to normal XP. In the Fugue Plane you need to return to the material plane. This will be either to your deities temple/altar, the graveyard nearest to where you died, or perhaps some other location(TBD). Additional penalty is added based on where you decide to respawn. I want death to be inconvenient but not terrible, it still needs to be fun.
Experience System
As mentioned above there is XP debt that can be gotten when dying. Combat XP goes towards this first and then to normal. All other XP(quest, exploration, etc) will go to normal XP, bypassing the debt. For combat XP, each creature has a total amount of XP for defeating them based on their CR or a set amount assigned to them at creation. Creatures too far below your level will not yield XP. Each area can have an XP modifier and there is a group bonus(with limits). This is totaled and divided among the group. There are restrictions based on level differences between players that disallows XP gain if the difference is too wide.
Atlas/Exploration System
Each PC will get an Atlas that will have maps added to it. Once the PC has explored an area it is added to the Atlas, XP is received, and the mini-map becomes fully visible whenever the PC enters the area. Maps will be able to be purchased so that areas can be revealed when entering without needing to explore them. Having maps in the atlas can also be used to access hidden areas.
So far most of my time has been getting these all working and tested, as best as possible. Area creation and content have just started. I am working on getting the areas made and connected to fill out the initial content. Once these are done I will go back and add details to them, along with NPCs/Creatures, quests, merchants, etc. I am planning on getting the first part of Delzimmer done and some adventuring areas with content up to level 5 before I open up the server. I have a dedicated host and figured out Nwsync for custom content delivery. The next update should have more about content and hopefully some screenshots. The only system I really need to get done now is the quest/journal system, which will be good to have, but not critical to get things up and running.
Larnak