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:
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.
Elf: +2 Dexterity, -2 Constitution, minor night vision.
Dwarf: +2 Constitution, -2 Charisma, can raise crafting skill for less skill points.
Half-Orc: +2 Strength, -2 Intelligence, has an attack damage bonus with all weapons.
Gnome: +2 Intelligence, -2 Strength, can raise thief skills for less skills points.
Half-Elf: +2 Wisdom, +1 to other ability scores, minor night vision.
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).
-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
Simple Weapon Proficiency
Martial Weapon Proficiency
Exotic Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Sneak (Hide in shadows)
Search (find hidden things)
Craft magic items
edit- sorry if there are errors. I just copy and pasted this from my phone.
Whoops sorry for posting this in the wrong thread.