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Knee Deep in D20: A DOOM Table Top Style Roleplaying Game (Working On Expansions!)


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"Hell's A Party!"

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I did something that should have been done many eons ago. I made a DOOM table top roleplaying game. With fully fleshed out mechanics, the game is feature complete. Though, not super rigorously playtested. I'm working on that. Until that's been done the game will remain in version 0.5.

 

This game has:

  • 4 Unique Marine Classes.
  • Over 85 Perks to unlock as you level up!
  • A large suite of weapons to master, unlocking you even more perks exclusive to leveling up said weapons that often apply to other weapons.
  • A large cast of monsters in a document (currently only available to game masters who ask for it) that also details how all of the game master mechanics work.
  • Custom monster, item, weapon, and etc friendly system, with a streamlined homebrewing/modding process.
  • Detailed and organized documentation explaining the game and how it works, as well as sprinkles of lore and "character". (115 Pages of Work!)
  • A well thought out world combining the narrative and thematic elements of the original duology, the new doom games, Hideous Destructor, and Doom The Rougelike.
  • A weapon and monster sandbox that synergizes with each other.

 

Want the backstory of the game? A brief overview of the mechanics? My general abhorrent scripted content abilities? Watch the accompanying release video!

 

Want to know everything there is to know about the game? Check out the main doc, which leads to all of the information you need to play the game including other important documents:

https://docs.google.com/document/d/1QGaopmvHYD-SJAzZAq5ash5ny2StE0hSzbrSrmQR7QI/edit?usp=sharing

 

Want to ask questions or hang out? Maybe even contribute ideas to the game or gather players to play? Join the discord server:
https://discord.gg/e6DcbKtmCc

 

I've been working on this game for 3 and a half months straight! And after all of that I'm proud to say that it's my first successful game design project. And it's only up from there! The game will be polished, tweaked, and improved with time. On top of that, official expansion packs adapting certain mods for Hideous Destructor (on top of original creations) are being planned!

If you aren't into discord and wanna ask questions, head over to the QNA and development page over in the creative works section of the forum.

And most importantly, enjoy the game!

Edited by Thomased22

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  • Updated the name of .335 Magnum item to ".335 Masterball". It was already referred to by this name in multiple places, this is also just the actual name of the round.
     
  • Increased the revolver's penetration significantly to reflect the intended strengths of .335 Masterball better. 
Edited by Thomased22

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Vanilla Game Update:
Helmets Update:

  • Added helmet slot to marines and (certain) enemies.
  • Added Standard UAC Marine Helmet.
  1. Protects the user from harmful gasses.
  2. Protects the user from one critical hit from a bullet weapon.
  3. Is destroyed after absorbing a bullet crit, making that crit into a normal hit that doesn't inflict a wound.

 

  • Added Hellmet.
  1. Worn by certain demon types.
  2. Can be scavenged from those enemies upon their death.
  3. Binds itself to it's user until it is destroyed or the user dies.
  4. Protects the user from 15 magical attacks before breaking. Preventing them from being ignited.

 

 

  • Added Marine Helmet to Jackboot and Zombie Private enemies.
  • Buffed former humans overall, they all have some sort of means to land critical hits. Making them more dangerous. With the exception of the Chaingunner, who has the potential to be just as helpful as he is dangerous now.

 

  • Added Two New Enemy Types:
  1. Imp Commander
  2. Elite Commando (Helmeted Chaingunner)

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  • 2 weeks later...

New Expansion:
B.O.S.S Rifle Expansion!
https://docs.google.com/document/d/1daXBzgipCaMpCvirNDY_3MtnrOSG2N1MpMO5hlcodGs/edit?usp=sharing

 

Adds

  • Multicaliber Speedloader for reloading multiple types of weapons, mainly bosses chambered in different calibers.
  • The ability to take the scope off of any Boss rifle variation. Improving the accuracy equation but preventing you from using the focused shot ability to get more crits.
  • Boss Rifle Craftable rechambers, which are extensions of the normal boss. Gaining XP for one gains XP for all of them.
  • Brand new Boss Pattern weapons, with their own proficiency perks to unlock. Many using ammo types from the Bullet Expansion.
  • Unconventional weapons gain whole new abilities relating to having a scope. When said scope is attached obviously.
  • A special non Boss pattern weapon at the end of the doc!

 

This I consider the first major expansion as it adds weapons and new mechanics. Especially needed for a weapon type that only has one representative in the base game.

 

Minor Vanilla Update:

  • Improved the accuracy mechanics section of the main doc.

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New Expansion!
Bangers & Mash (based off of the hideous mod of the same name).

  • 19 Brand New Weapons. (With brand new prof perks).
  • 1 Craftable Weapon Variant.
  • 4 New Projectile Launching/Throwing Items.
  • Multiple Belt Fed Machine Guns. (Machine gun beltlinks and belt boxes included).
  • New power weapons.
  • New hybrid type weapons.
  • Makes use of many boundless ballistics baseline ammo types.

Enjoy! https://docs.google.com/document/d/1ljur0en4hB3x1b4z4m-A2_vM1cQnDM9urvWIADxV4Wg/edit?usp=sharing

Minor Vanilla Update:

  • Fixed Inconsistencies/Mistakes regarding 355 Masterball, where I mistakenly referred to it as "335 masterball". Fixed this on the expansions too.
  • General minor aesthetic improvements.
  • Removed Herobrine.

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We forgot a singular weapon for Bangers. This has been fixed.

image.png.8ee31deb8fd843c22fec8790379de38f.png

Edited by Thomased22
Updated the level 5 prof perk to be more clear in it's intent.

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Vanilla Update:

  • Allowed the thunder buster to do a full buster attack on a direct hit if the enemy is cybernetic in nature.

 

Modded Shenanigans:

  • Working on a monster expansion, with much more threatening monsters you can use alongside the vanilla cast. 
  • Mechanics will include:
  • Radiation, lowers your max health. You take more radiation if you are under the effects of stims. Cured by Blues or a radiation curing stim.
  • Heart Resurrecting Stim, saves your character from assured death via heart failure if you overdose on stims. Since radiation stims and normal stims both contribute to overdosing. In return, you are knocked out of the fight for the remainder of it, ala Berserk comedown.
Edited by Thomased22

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This is really cool, and some hard work too. I'm way too dumb to understand how to play it, but you really put some time and effort into this. I only know how to play chess and Monopoly. And Sorry, or Trouble, or whatever the name of that game is where you hit the buzzer and yell Uno. But it's kind of disheartening to see that nobody has commented on this yet, so I wanted to at least commend you for your effort.

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1 hour ago, TheMagicMushroomMan said:

This is really cool, and some hard work too. I'm way too dumb to understand how to play it, but you really put some time and effort into this. I only know how to play chess and Monopoly. And Sorry, or Trouble, or whatever the name of that game is where you hit the buzzer and yell Uno. But it's kind of disheartening to see that nobody has commented on this yet, so I wanted to at least commend you for your effort.

Thank you, thank you lol.

If it makes you feel any better, the old QNA/Development Progress forum, and the two equivalent forums on ZDoom get/got a fair bit of attention. Feel free to join either discord server to hang out or spectate lol.

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Major Vanilla Update:

  • Overhauled the Encumbrance system. It's now no longer pain and suffering. In fact it can now be used to your advantage.
  • Overhauled the layout of the main doc. It's now mildly coherent.
  • Buffed armor overall. It now should last longer before breaking and/or becoming ineffective. 
  • Improved the penetration equations. Now relying on the armor's current integrity (health) rather than the percentage of the integrity (health) remaining.
  • Buffed the Bracing Perk. Allows you to brace your weapons and remove the minus dice rolls at the end of certian accuracy equations. It's old abilities can be unlocked for speccing into it twice.
  • An individual character's Knowledge stat must meet stated requirements to do crafts. But Knowledge is now shared globally across the player characters. The sum of everyone's Knowledge is what determines your XP bonus. Making Knowledge not just more fair but supportive in nature now.
  • The Bootman's 10% speed buff has been removed. In return the Bootman now has an active ability. This is still being tweaked and adjusted. So stay tuned.
Edited by Thomased22

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Major Vanilla Update:

  • Unified the penetration equations between pistols and intermediate weapons. Buffed penetration lightly across the board.
     
  • Added an actual action economy. Including two separate action recourses. Footwork Action, and Sleight of Hand Actions. When you run out of these, you can't do other actions that require them. Turns now have a proper endstate. I'm planning a potential gun related action economy to limit how much gunning you can do while in danger before you get hit. I'm thinking something "rate of fire" based. Where semi is worth like 1 MPS, full auto is worth like 0.5 MPS, manual action is worth like 8, and hyperautomatic (hyperburst, machine gun hyperautomatic fire) is worth like 0.1 because haha funny. And break actions not being reloadable in time for certain danger and whatnot. We'll see about how I feel about that.
     
  • Adjusted certain perks, items, and etc to fit in with the new action economy.
  • Adjusted many perks and a couple weapon traits across the board. Most instances of percentage based buffs/debuffs are removed. Praise the lord.
  • Still working on expansions I promise.

    I desperately need to sleep.

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7 hours ago, Crankywankynarancia said:

Can I contribute, I want to make weapon sprites and sounds 

I don't think there's any use in sounds for the game when you think about it really. But join our discord server linked at the top message and you can contribute to make sprites for the items of the game. We could use some images for OC items and weapons. 

 

9 hours ago, jo2ukegappy said:

You should look into how to port this to tabletop simulator if you haven't done so yet.

I actually don't think there's any real reason to port this to table top sim. The only use would be if someone made a player character status card and made like little pucks for stamina. Is there adjustable number counters in tabletop sim? To adjust your stats and health and whatnot on the fly. Also wounds would be a problem, though maybe if you just had a bag of 400000000000 morbillion chips for different wound sizes and whatnot.

Idk there's a lot that'd need to be done and for not much reward I don't think. However if someone's interested in doing the work to port it I'd be down to work with them to make it happen. I don't have table top sim but my friends all do lol.

(Yay 100 messages!)

Edited by Thomased22

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New Expansion!:

Mutated Nightmare.

Mutated Nightmare is a monster expansion. Adding horrific war crimes to the game. Meant to add more challenge for when you get further into progression. Especially if you're using weapon expansions. (In fact, Bangers is a requirement for this expansion.) Based off of the hideous destructor mod of the same name which adapts Doom 64 demons (including cut demons that didn't make it from doom 2) into hideous destructor. Was a relatively clean adaptation. Not meant to be used alone without the vanilla monsters. Uses the vanilla monster doc as a point of reference. Join the discord and ask me for the vanilla monster doc if you want to GM the game.

Adds:

  • A new faction of Demons.
  • Horrific War Crime Demons.
  • A Radiation Mechanic, Anti Radiation Stims, Anti Heart Explosion Stims.
  • A new "Artifact" item.
  • 4 New Bosses.
  • IEDs.
  • And other things to make the game harder! Good luck!

https://docs.google.com/document/d/12zJvM0aXK5KpTszxs4ZH13eMrQEjl3wHKEqyl9QsLvM/edit?usp=sharing

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Oh yeah almost forgor.

Vanilla Update:
Added the aforementioned "Shot Economy". It's not a conventional action economy but it works how I've imagined it should work since the start of the game's development. I think the game is now very playable. 

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Vanilla Update:

  • Reworked armor, it's now better and worse in some ways. But mainly more dynamic in a way that isn't painful to deal with for either the player or GM.
  • Buffed Blue Armor significantly.

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Submissions are open for those interested in playing in a low committal, casual roleplay where you can submit your character and defend a naval base on the moon of Titan, orbiting Saturn. Join our discord for the chance to play! You can come in and out of the RP as you please.
https://discord.gg/e6DcbKtmCc 

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Vanilla Update:

Updated the shotgun accuracy requirement to half that of your choke instead of the entirety of your choke. Makes modded 20+ chokes work. Makes vanilla high chokes not nigh impossible to hit with. Is good.
image.png.fe8bbcb8eaa9e4d40ea33aea5833dcfe.png

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Vanilla Update:

Overhauled dodging minorly. "Burst speed" and "Stamina Enhanced Burst Speed" have become the same action. Mainly so the whole system works nicer with the footwork action system recently introduced. Reduces unneeded variables too.image.png.4c6fd847f282ad8a9bcba700e0bcae6b.png

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New Expansion:
Peppergrinder
(An advanced weapon expansion based off of the hideous destructor mod of the same name.)

  • The ability to put a special scope on two vanilla weapons.
  • 22 Brand New Weapons, with brand new proficiency perks.
  • An "Artifact" weapon. Of which only one may exist at any given time. With especially powerful perks attached to it.
  • Two new weapon types. "Plasma Bolters" and Sawnoff / Chokeless Shotguns.
  • Two weapons with attachments that can be attached to them to make them stronger.
  • New fun lore.
  • Fan favorite Hideous Destructor weapons such as the TRO-G, Bastard Rifle, Oddball, Yeyuze, Fulgur, HLAR, Rubicon Microwave Gun, Zorcher, VERA machine gun, and etc.


Pairs well with Bangers & Mash, as well as Mutated Monsters. Requires the Bullet Expansion & Boss Expansion (Linked in the doc).

Enjoy!

 

https://docs.google.com/document/d/1Bm_R1baKZWX82u_3mPTFrY_3FpsKuoAc3jCnuwzJPDw/edit?usp=sharing

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