• 0

    posted a message on Magic Dice Mod

    The only closest thing to this would be lucky blocks. I do like this idea though.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on I am quite surprised i haven't seen a dnd mod. unless you can point me to one?

    Yeah the D&D ruleset is just flexible and fun. As for stats there is a Dragon Ball Z mod called Dragon Block C and it actually has attributes (like Strength, Constitution, Wisdom etc) that govern different things but they behave more like Dark Souls where you level up your attributes over time instead of rolling your attributes. That mod gives me hope that its possible to implement D&D mechanics to make a fully fledged rpg mod for minecraft.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on D&D Mod Concept

    That sounds good like a better idea. Im well aware that 5e is easier to learn and is a better ruleset. i just used 3e for my example since i actually dont know 5e too well. Ive written a couple characters but I dont have a group to play tabletop with. Most of my d&d knowledge comes from baldur’s gate and neverwinter nights. I’ll read up on 5e and overhaul this post.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on I am quite surprised i haven't seen a dnd mod. unless you can point me to one?

    The closest thing to this I could find would be Chocolate Quest/Better Dungeons. Then use a mod that adds in dragons and also use More Player Models to make your character look like a dwarf or elf. Sadly I don’t know of any mods that add ability scores or monsters like Beholders or Kobolds. I recently made a thread about how a minecraft d&d mod could work. If I knew how to mod Minecraft I would have made it by now.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on D&D Mod Concept

    I’ve had this idea in my head for months about loosely adapting D&D 3E (maybe the version in Neverwinter Nights) into Minecraft for those who want an rpg mod that isnt as much like a hack and slash but instead has a bit more focus on pen and paper elements that encourages picking a role and playing it, both in and out of combat.

    This is some of the stuff I came up with. It may be unbalanced. It might even be impossible or at least ambitious/nonsensical to try and put this sort of thing in Minecraft. But here it is:

    MC D&D:


    Ability Scores:


    ————————


    Strength: Governs weapon damage and tool swing speed (e.g. pickaxe speed, shovel speed)


    Dexterity: Governs Armor class rating (AC), and movement speed


    Constitution: Governs Hit Points (and maybe how long negative status effects last)


    Intelligence: Governs how many spells can be cast by wizards and how many skill points you start with and gain upon leveling up.


    Wisdom: Governs Cleric spell casting and certain skills


    Charisma: Governs prices with villagers.


    ————


    Classes: Roles that players can take which grant unique feats, skills, and abilities.


    Fighter: Main (physical) damage dealer and tank. Can use simple and martial weapons as well as light, medium, or heavy armor. Cannot use magic or thief skills. Has high health.


    Mage: Spell caster with a wide array of spells, such as Magic Missile and Mage Armor. Has low health and needs to memorize spells daily to use them. Also armor will decrease spell cast chances.


    Cleric: Healer/Buffer of the party that can turn undead and do some fighting. Can wear any armor but is only able to use simple weapons by default. Has medium health.


    Thief/Rogue: Jack of all trades that can sneak, disarm traps, pick locks, and backstab opponents. Cannot sneak while wearing medium or heavy armor. Can use simple and martial weapons. Can have low or medium health depending on constitution.


    ————


    Races: The type of character a player plays. Each race has different attributes.


    Human: No penalties or racial bonuses aside from an extra feat on character creation.


    -Height: Average


    Elf: +2 Dexterity, -2 Constitution, minor night vision.


    -Height: Tall


    Dwarf: +2 Constitution, -2 Charisma, can raise crafting skill for less skill points.


    -Height: Short


    Half-Orc: +2 Strength, -2 Intelligence, has an attack damage bonus with all weapons.


    -Height: Tall


    Gnome: +2 Intelligence, -2 Strength, can raise thief skills for less skills points.


    -Height: Short


    Half-Elf: +2 Wisdom, +1 to other ability scores, minor night vision.


    -Height: Average


    ————


    Magic:


    Mage and Priest Spells are cast from spell books and priest scrolls respectively.


    -Mages need to memorize spells while Clerics do not.


    -Magic can be cast by right clicking a spell-book or priest scroll. A spell is selected by holding shift and using mouse-wheel. (Maybe like ars magicka)


    -Casting has a higher chance to fail based on armor proficiency. (e.g. casting a spell while wearing medium armor without the medium armor feat will drastically raise the chance of spell casting failure).


    ————


    Stealth:


    -To sneak, hold c. Skill in sneaking governs effectiveness.


    -To pickpocket, right click an npc (e.g. a villager or other humanoid) to attempt to steal. If you fail, you will be unable to pickpocket again for x amount of time.


    -To backstab, attack an enemy while sneaking. Backstabs do more additional damage the higher your level. Base multiplier is 3 x current damage. Every X amount governs the multiplier goes up by 1


    ————


    Feats:


    • Simple Weapon Proficiency
    • Martial Weapon Proficiency
    • Exotic Weapon Proficiency
    • Light Armor Proficiency
    • Medium Armor Proficiency
    • Heavy Armor Proficiency
    • Tumble
    • Power Attack
    • Metamagic Feats
    • Etc.

    ————


    Skills:


    • Sneak (Hide in shadows)
    • Search (find hidden things)
    • Craft Armor
    • Craft Weapons
    • Craft magic items
    • Listen
    • Etc.

    edit- sorry if there are errors. I just copy and pasted this from my phone.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQUEST] Minecraft Mod Concept/Idea

    I’ve had this idea in my head for months about loosely adapting D&D 3E (maybe the version in Neverwinter Nights) into Minecraft for those who want an rpg mod that isnt as much like a hack and slash but instead has a bit more focus on pen and paper elements that encourages picking a role and playing it, both in and out of combat.

    This is some of the stuff I came up with. It may be unbalanced. It might even be impossible or at least ambitious/nonsensical to try and put this sort of thing in Minecraft. But here it is:

    MC D&D:


    Ability Scores:


    ————————


    Strength: Governs weapon damage and tool swing speed (e.g. pickaxe speed, shovel speed)


    Dexterity: Governs Armor class rating (AC), and movement speed


    Constitution: Governs Hit Points (and maybe how long negative status effects last)


    Intelligence: Governs how many spells can be cast by wizards and how many skill points you start with and gain upon leveling up.


    Wisdom: Governs Cleric spell casting and certain skills


    Charisma: Governs prices with villagers.


    ————


    Classes: Roles that players can take which grant unique feats, skills, and abilities.


    Fighter: Main (physical) damage dealer and tank. Can use simple and martial weapons as well as light, medium, or heavy armor. Cannot use magic or thief skills. Has high health.


    Mage: Spell caster with a wide array of spells, such as Magic Missile and Mage Armor. Has low health and needs to memorize spells daily to use them. Also armor will decrease spell cast chances.


    Cleric: Healer/Buffer of the party that can turn undead and do some fighting. Can wear any armor but is only able to use simple weapons by default. Has medium health.


    Thief/Rogue: Jack of all trades that can sneak, disarm traps, pick locks, and backstab opponents. Cannot sneak while wearing medium or heavy armor. Can use simple and martial weapons. Can have low or medium health depending on constitution.


    ————


    Races: The type of character a player plays. Each race has different attributes.


    Human: No penalties or racial bonuses aside from an extra feat on character creation.


    -Height: Average


    Elf: +2 Dexterity, -2 Constitution, minor night vision.


    -Height: Tall


    Dwarf: +2 Constitution, -2 Charisma, can raise crafting skill for less skill points.


    -Height: Short


    Half-Orc: +2 Strength, -2 Intelligence, has an attack damage bonus with all weapons.


    -Height: Tall


    Gnome: +2 Intelligence, -2 Strength, can raise thief skills for less skills points.


    -Height: Short


    Half-Elf: +2 Wisdom, +1 to other ability scores, minor night vision.


    -Height: Average


    ————


    Magic:


    Mage and Priest Spells are cast from spell books and priest scrolls respectively.


    -Mages need to memorize spells while Clerics do not.


    -Magic can be cast by right clicking a spell-book or priest scroll. A spell is selected by holding shift and using mouse-wheel. (Maybe like ars magicka)


    -Casting has a higher chance to fail based on armor proficiency. (e.g. casting a spell while wearing medium armor without the medium armor feat will drastically raise the chance of spell casting failure).


    ————


    Stealth:


    -To sneak, hold c. Skill in sneaking governs effectiveness.


    -To pickpocket, right click an npc (e.g. a villager or other humanoid) to attempt to steal. If you fail, you will be unable to pickpocket again for x amount of time.


    -To backstab, attack an enemy while sneaking. Backstabs do more additional damage the higher your level. Base multiplier is 3 x current damage. Every X amount governs the multiplier goes up by 1


    ————


    Feats:


    • Simple Weapon Proficiency
    • Martial Weapon Proficiency
    • Exotic Weapon Proficiency
    • Light Armor Proficiency
    • Medium Armor Proficiency
    • Heavy Armor Proficiency
    • Tumble
    • Power Attack
    • Metamagic Feats
    • Etc.

    ————


    Skills:


    • Sneak (Hide in shadows)
    • Search (find hidden things)
    • Craft Armor
    • Craft Weapons
    • Craft magic items
    • Listen
    • Etc.

    edit- sorry if there are errors. I just copy and pasted this from my phone.

    Whoops sorry for posting this in the wrong thread.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [REQUEST] RPG Mod Concept

    I just noticed I should have labeled this as a mod idea. My bad.

    Posted in: Requests / Ideas For Mods
  • 1

    posted a message on [REQUEST] RPG Mod Concept

    It might be cool if someone could make a mod that brings in a Final Fantasy Job system into Minecraft. Inspiration could be taken from throughout the series as far as how jobs are obtained, changed, what abilities/weapons/armor/spells they could use and more. Perhaps some stats (attack, defense, mana, evasion, etc.) could be implemented. You can get jobs from crystals found throughout the world and as you get minecraft xp you also get job xp which can level up your job and unlock new abilities and spells and whatnot. A moogle npc can also be added which could act as a merchant from which you can buy weapons and stuff using gil, which can be dropped from monsters. This is just an idea I had in my head. Thank you for reading this wall of text. :)

    Posted in: Requests / Ideas For Mods
  • To post a comment, please or register a new account.