YouLostMe
2011-11-14, 10:08 AM
So hey guys, I know the LoL forums and a few other places have been tossing around the desire for a LoL TTRPG, and I'm really into the concept. Making a TTRPG LoL game would be badass, but the game doesn't quite exist to help TTRPG play.
There are a few things I want from a LoL TTRPG:
Non-Field of Justice Encounters: I want to see more than champions playing in the League--there is a war going on, Valoran's got monsters galore, there's an enormous political hubbub. You can do all sorts of crazy crap with that, and the game should take advantage of it.
Summoner AND Champion Activity: Summoners appear to have the power to light people on fire, drain their energy, and heal champions on the Fields, and the important League Summoners are the ones who grant people like Morgana the crazy power to destroy her homeland, so Summoners have some sort of potency. I don't know how to measure it, or how much there should be though.
An Obvious Champion Dynamic: There need to be clear rules on how many champions you can control under what circumstances, how they can act, how much control you exert over them, where you can summon champions, etc.
Customizability: I want to make my own champs!
So, looking at this, I believe the best way to go about a LoL TTRPG is like the pokemon d20 project (http://tgdmb.com/viewtopic.php?t=48778&postdays=0&postorder=asc&start=75) (one of the many, but I'm looking at that one in particular). I'm thinking that each character should have 2-3 movelists, where 1 is the primary movelist (and provides the ult), and the other two support with passive/sustained effects. Both Tryndamere would have "Spin to Win" as a secondary movelist, and both Morgana and Fiddlesticks would have "MR Reducer" as a secondary movelist. Ideally, there would be more abilities in a TTRPG than the video game, because we are sacrificing the tactics of the game (like, y'know, movement) and need something for added draw and complexity.
I'm thinking of having the combat area (like Twisted Treeline or Summoner's Rift) be divided into "Zones", arbitrary areas of combat, and champion abilities will deal damage to units in ranges of "Engaged" (Garen's Spin, Singed's Flip), "Near" (Fid's Life Drain, Nunu's Ice Blast), "Distant" (Xerath's lightning bolts when he's using Locus of Power, Cait's Ult), and "Unlimited" (Karthus's Ult, Lux's Ult). You'd have one of these statuses as to where you are in combat, and it would dictate how well you hit things, how well your abilities worked, and how well other abilities worked on you.
Lastly, I think the most important aspect of this is making a streamlined champion use and creation process. I don't know how to do it, but I'm considering this mana system concept (http://www.tgdmb.com/viewtopic.php?t=52720) for mana-users. Ali's heal could cost nothing, but only work with mana, while his headbutt and pulverize would cost 1 mana or somesuch. Of course, mana regen items would need to be finagled as well. HP could be made into resistance rolls to reduce damage (I'm against straight values for damage), and I don't really know how to work Fury (Shyv and Trynd), Energy (Akali and Shen), or HP cost (Mord and Vladimir). I'm also not sure on how to calculate the difference between Trynd's spin (which moves him) and Garen's spin (which allows him to move and removes slows).
So, give opinions! What belongs in this project, and how do we get it there?
There are a few things I want from a LoL TTRPG:
Non-Field of Justice Encounters: I want to see more than champions playing in the League--there is a war going on, Valoran's got monsters galore, there's an enormous political hubbub. You can do all sorts of crazy crap with that, and the game should take advantage of it.
Summoner AND Champion Activity: Summoners appear to have the power to light people on fire, drain their energy, and heal champions on the Fields, and the important League Summoners are the ones who grant people like Morgana the crazy power to destroy her homeland, so Summoners have some sort of potency. I don't know how to measure it, or how much there should be though.
An Obvious Champion Dynamic: There need to be clear rules on how many champions you can control under what circumstances, how they can act, how much control you exert over them, where you can summon champions, etc.
Customizability: I want to make my own champs!
So, looking at this, I believe the best way to go about a LoL TTRPG is like the pokemon d20 project (http://tgdmb.com/viewtopic.php?t=48778&postdays=0&postorder=asc&start=75) (one of the many, but I'm looking at that one in particular). I'm thinking that each character should have 2-3 movelists, where 1 is the primary movelist (and provides the ult), and the other two support with passive/sustained effects. Both Tryndamere would have "Spin to Win" as a secondary movelist, and both Morgana and Fiddlesticks would have "MR Reducer" as a secondary movelist. Ideally, there would be more abilities in a TTRPG than the video game, because we are sacrificing the tactics of the game (like, y'know, movement) and need something for added draw and complexity.
I'm thinking of having the combat area (like Twisted Treeline or Summoner's Rift) be divided into "Zones", arbitrary areas of combat, and champion abilities will deal damage to units in ranges of "Engaged" (Garen's Spin, Singed's Flip), "Near" (Fid's Life Drain, Nunu's Ice Blast), "Distant" (Xerath's lightning bolts when he's using Locus of Power, Cait's Ult), and "Unlimited" (Karthus's Ult, Lux's Ult). You'd have one of these statuses as to where you are in combat, and it would dictate how well you hit things, how well your abilities worked, and how well other abilities worked on you.
Lastly, I think the most important aspect of this is making a streamlined champion use and creation process. I don't know how to do it, but I'm considering this mana system concept (http://www.tgdmb.com/viewtopic.php?t=52720) for mana-users. Ali's heal could cost nothing, but only work with mana, while his headbutt and pulverize would cost 1 mana or somesuch. Of course, mana regen items would need to be finagled as well. HP could be made into resistance rolls to reduce damage (I'm against straight values for damage), and I don't really know how to work Fury (Shyv and Trynd), Energy (Akali and Shen), or HP cost (Mord and Vladimir). I'm also not sure on how to calculate the difference between Trynd's spin (which moves him) and Garen's spin (which allows him to move and removes slows).
So, give opinions! What belongs in this project, and how do we get it there?