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TBO Systems Design


In order to create a broader range of RP interactions between players on The Bonded Ones, I have endeavored to bring tabletop RPG mechanics to Conan Exiles. Much of this is possible thanks to a creative mod known as RP Redux. It allows players to setup a character sheet and gives admins a whole host of tools on the backend to script interactions. I’ve gradually used this mod, in conjunction with other additions, to create a robust system of interactivity.

 

CHARACTER SHEET

The Character Sheet we use on TBO is built on the RP Redux mod, which allows you to create a custom array of Skills and the Attributes that govern their bonuses, plus Stats which are governed by multiple inputs. Once the character sheets is setup, there are a number of interesting ways use automated Abilities, which perform a whole series of programmable operations and displaying their results in the in-game chat. These can provide buffs or debuffs, or grant items, statuses, and other Abilities. The mod has access to quite a few base-game systems. Plus I was able to use my own mod to add things like Feats, Recipes, items or spells, extending the possible functionality.

 

 

 

This video demonstrates how to get setup quickly with the Bonded Ones character sheet.

 

 

 

SPHERES OF MASTERY

Spheres of Mastery was a Class system I introduced in The Bonded Ones. Upon character creation, when setting up your character sheet, you have a number of available Perks. Players can choose which Sphere they want to focus on. Each Sphere has a number of Classes available (2-4) which are displayed once you select your Sphere. You can then add that Class and, if necessary, your sub-class (eg, what School of Sorcery you are proficient in). Each Class will unlock certain benefits in the form of Skill buffs or new Class-specific Abilities that can be used in RP for interesting effects. More on Class Abilities below. Integrates the Sorcery system.

 

Step 1: Choose Sphere
Step 1: Choose Sphere
Step 2: Choose Class
Step 2: Choose Class

 

 

PvP ABILITIES

On a RolePlay server, Player vs Player conflict can often be the source of much contention. There are those who are good at using the game’s mechanics and those who aren’t. This creates an unbalance that can make RP a bit one-sided. So people wanted more dice-based ways to resolve PvP, while not completely doing away with mechanical PvP which had always been the default on our server. We introduced a “Coin Toss” at the start of combat to determine whether it would be dice-based or mechanical. Then, for 1v1, there was a streamlined Ability set-up called “PvP: Single Combat” to resolve it quickly with a series of 3 contested rolls. The reason for this is that dice-based combat, when you go turn-by-turn, can take considerably longer than mechanical combat to resolve. There were “Attack” Abilities setup for Melee, Finesse and Ranged which were available whenever you equipped the appropriate weapon. These automate the process at least, so things can go a little quicker.

 

 

 

 

PvP RESOLUTION

Once PvP is concluded and a Victor is determined, those who fell in combat take the “Downed” Status. This represents an injury that is not life-threatening (yet). Through Out-Of-Character (OOC) discussion, both parties can determine a reasonable outcome. The Victor can Spare the Downed characters, Propose an alternative like capture or theft of their belongings. But if they can’t reach an agreement together, then the Victor can use the Ability “PvP: Kill”. This triggers a series of automated checks and prompts the Downed character with one last attempt to “PvP: Flee” or simply accept their fate.

Rolls are made and if the Downed character rolls below their Fate Score, they die permanently. The Fate Score begins at 0 and counts up after each encounter that ends in a Fate Roll. It is a fairly permissive system, giving players plenty of opportunities to evade death, while still maintaining a real threat. Best of all, it’s all automated, reducing the need for constant admin intervention. This video demonstrates the system in action.

 

 

CLASS ABILITIES

There are a wide range of Class Abilities that tie into the overall PvP system. Healers have access to “Treat Mortal Wound” which can remove a Fate Point if they use it within 48hrs and they pass a Medicine check. “Last Stand” allows the Warrior class a second chance if they get Downed in PvP if they pass a Constitution check. The Warrior then pushes themselves back from the brink for one last chance to turn the tides. “Assail” is an Assassin’s ability that can potentially allow them to bypass combat all together if they’re able to use their Stealth to get close enough.

Sorcerers also receive access to sorcerous Class Abilities. These are automated to interface with character sheets and display rules and results in chat for clarity. These Abilitiies would be everyday invocations, consuming mana and components. For greater effect we could adjudicate rituals in Story Tickets on Discord.