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DnDorks Introduction:

  • Writer: Hamzah Hameed
    Hamzah Hameed
  • Jun 4, 2019
  • 3 min read

DnDorks Description:

-DnDorks is a DnD based RPG+Rogue-lite in which I attempt to create a replayable turn-based rogue-lite experience that appeals to RPG players without the party element that RPG players have come to know as a core part of their RPG experience. The game has a heavy dice motif and attempts to use core DnD combat mechanics (similar to more typical RPG's) alongside the dice aesthetic to keep DnD players feeling at home.


Problems/Solutions:

-The main issue I am trying to tackle is to find a way for RPG players to enjoy rogue-lite elements without having the versatility/experience of picking different members of your party. We attempt to deal with this issue by creating various gameplay experiences that allow the different runs to feel different, while allowing for different ways to enjoy the game.

-Another issue I ran into during development was our 16 class system began to feel too disconnected. We have 4 overarching classes (warrior, mage, archer and rogue) with 4 subclasses within each of these overarching classes and the subclasses quickly began to feel too independent of each other. The way we are overcoming this is we went back to the drawing board and incorporated core skills that are common among the individual overarching classes and branch out to support the more unique playstyles of the subclasses.


Classes:

Warrior:

(All the warriors primarily want STR, and dip into other stats to support the various subclasses)

-Berzerker: This warrior subclass wants just STR items and revolved around a lifesteal tank playstyle in which he harms himself and heals up the lower he is.

-Paladin: This warrior subclass doesn't mind dipping into some INT items to help him with his healing/magic swordsman gameplay. Paladin plays more like a tank and has self buffs such a thorns effect and elemental buffs.

-Fighter: This warrior subclass wants to heavily invest into DEX to allow for a multi hit gameplay in which he can get multiple attacks off before his enemies have a chance to react.

-Drunken Monk/Vagabond- This warrior subclass requires high amount of LUCK to assist with his high evasion and his in and out combat pattern.


Mage:

(All the Mages primarily want INT, and dip into other stats to support the various subclasses)

-Battle-Mage: This mage subclass wants STR as his secondary stat to enable his more basic attack multiplier based gameplay.

-Weather-Mage: This mage just wants INT and uses it to change the weather conditions on the battle field to empower his own moves/ weaken his opponents. He has access to different weather conditions and using the right one leads to sure victory.

-Spellslinger: This mage subclass wants to heavily invest into DEX. The DEX allows this mage to play as a spellslinger, casting multiple weaker spells a turn that allows for various combos and different combo effects

-Clairvoyant: This LUCK based mage uses his LUCK to predict the future and use powerful attacks that don't take effect until later in the game.


Bowman:

(All the Bowmen primarily want DEX, and dip into other stats to support the various subclasses)

-Beast Master: This STR based archer uses his overwhelming strength to command the respect of his animal companion and has his beast start the fights for him as he finishes his enemies off with various traps and explosives.

-Elemental Ranger: This INT based bowman is truly a jack of all trades, master of none. He does solid damage and uses his varying elemental arrows to be useful in many occasions, but doesn't excel in anything in particular.

-Hunter: This pure DEX archer wants to index in DEX as much as he can to help with his barrage of arrows in his multi hit playstyle.

-Ace: This LUCK bowman is very much a one shot one kill kind of ranger. Too bad, it sometimes takes many hits for the ranger's shots to make contact with his target. The Ace has incredibly powerful shots that have trouble landing without high luck investment or taking a turn or two to focus up.


Rogue:

(All the Rogues primarily want DEX, and dip into other stats to support the various subclasses)

-Assassin: This STR based rogue likes to take his time before he takes his opponents on head on, damaging his opponents with poison and damage over time effects before landing a powerful killing blow.

-Arcane Trickster: This INT based rogue likes to use decoys and traps to avoid taking damage while simultaneously using them to deal chip damage to his opponents.

-Gunslinger: This DEX rogue uses his dual pistols to barrage his enemies with 2 quick shots a turn. The guns have individual buffs and when different pistols are used together they have unique effects.

-Pilfer: This rogue only wants LUCK and uses it to test his LUCK when he steals random skills. This pickpocket is the only class that can not only use skills from other classes, but also specializes in it, resulting in the most varied gameplay of any of the classes.

 
 
 

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