Post by Murasaki on Jul 10, 2014 4:53:16 GMT
Here is the current progress of the battle system, planned for release as soon as possible.
I figured this information should be made public as we have promised an alternate Battle System module but everything's been in the dark since the beginning. I'd like to ask for feedback from anyone willing to take a few moments to evaluate the system, especially by those familiar with D&D-esque systems.
As always, the implementation of a battle system will not affect RPers if they choose not to use the mechanics. It is simply an alternate way to conduct RP combat.
The combat system runs on a d100 (100 sided die) system, with the vdice plugin being used for dice rolls. The idea is roll a number higher than the DC (difficulty check) of the action being performed. For example, lets say the difficulty check for hitting a target was 50; a roll of 51 or higher would be needed to succeed in hitting the target. Without any bonuses being applied, such as from stats, level bonuses, buffs, and/or gear bonuses, there would be exactly a 50% chance to hit. Of course, in just about every action, you get some kind of bonus.
vDice Plugin for Dice Rolls on the forum
The Basics of Bonuses
Bonuses directly add to a roll and can come from a variety of sources: stats, equipment, race, level, buffs, etc. So in the previous example where there was a 50% chance to hit without bonuses, a +20 bonus from say a stat (Strength for most melee weapons and dexterity for ranged and finesse weapons). Without any bonuses a roll of 31 would fail the DC 50 and the attack would miss, but with the +20 bonus a roll of 31 becomes 51, granting the hit. Effectively this changes the chance to hit from a 50% chance to a 70% chance.
Source of Bonuses
Stats:
The five primary statistics: Strength, Dexterity, Agility, Intelligence, and Wisdom, all govern the vast majority of actions performed in the world of Elder Tale. Any action that falls under their territory (ex: Strength for attacking with a melee weapon) grants a bonus equal to the value of the stat (ex: 20 Strength grants +20 to attack rolls with a Spear). In the case that an action falls under two or more skills (ex: attacking with a finesse weapon like a rapier can fall under strength or dexterity), the highest bonus is applied (ex: when attacking with a rapier: if strength is higher then a strength bonus is applied, if dexterity is higher a dexterity bonus is applied).
Level:
A bonus or penalty is applied to rolls of conflict (example: Combat Rolls). Lets say a Level 1 Guardian with 20 Strength attacks a Level 90 Enchanter whose stats were reduced to 0 in all areas by some random effect. If the two were of equal levels then the Guardian would have a 70% chance of striking the Enchanter due to his strength giving him a +20 to attack rolls. However, as the Enchanter is 89 levels higher than Guardian, the Guardian suffers a -89 to his attack roll, the difference in their levels. This effectively makes it impossible for the Guardian to succeed in his attack rolls despite have an advantage in stats. Now lets say the Enchanter attacks the Guardian, whose Agility is 10 (ignoring any armor they may have at the moment to simplify things). If they were of equal levels, the Enchanter would only have a 40% chance to strike the Guardian. However, the Enchanter obtains a level bonus of +89, again the difference between their levels, effectively making it impossible for the Enchanter to miss. Furthermore, this +89 bonus is also applied to the damage roll, making it likely that the Guardian took severe damage and is possibly dead. Normally an Enchanter, being one of the Mage classes, would have no hope of matching one of the Warrior classes in Strength, however the difference in level is so high, the Enchanter can easily surpass the Level 1 Guardian.
Equipment:
In addition to possibly having Stat bonuses that boost your stats and thus boost your rolls, Armor and Weapons Levels have a direct impact on your Attack and Defense Rolls. A Level 10 weapon grants a +10 to attack rolls with it. A level 15 Armor increases the DC to hit you by +15. So if you were a Guardian with 20 Str and 10 Agility with a level 10 weapon and level 15 armor (ignoring armor type for now), you would have +30 to hit and it would take a roll+bonus higher than 75 to hit you.
Combat Round Initiative System:
A player receives 5 Initiative Points per combat round with each point spent represents 1 second spent performing the action. Every action performed in combat costs a certain number of Initiative Points (including 0 for Free Actions). To perform an action the player must have the required number of points, with some skills, most notably spells, being an exception due to the mechanics of cast time. All combatants perform their combat round actions near-simultaneously during each round so each round is approximately five seconds long.
Actions [Cost]: Description
Basic Attack [2 points, 1 if Dual Wielding]: A simple basic attack with the player’s equipped weapon(s).
Combat Maneuvers [3 points]: Special combat techniques such as tripping, disarming, called shots, etc. The success of said maneuvers work similar to a basic attack.
Dodge [1 Point]*: Basic avoidance technique with success depending on agility and equipment encumbrance.
Block [1 point]*: Basic defense mitigation technique with success depending on dexterity and the weapon/shield used to block.
Move [1 point]: Basic Movement with maximum distance depending on agility and equipment encumbrance.
Skills [Varying Cost]*: The usage of an active class skill. Additional costs such as mana or conditions like cooldowns will obviously apply. Cooldowns also tick down under a combination of rounds passed and Initiative Points spent. Every Initiative Point spent after using the skill counts as one second towards 1 second off all active cooldowns. If an entire round passes in which the skill was not used, rather than counting the number of Initiative Points spent, an entire five seconds is taken off the cooldown(s). Another way to see it is that all unspent Initiative Points also count towards the cooldown(s). This cooldown feature also applies to items with active effects. If a skill’s Initiative Cost is due to a sort of preparation time such as charging up power or a cast time, then the player may use Initiative Points from the next round, but their skill will not occur until the next round. A user may also spend points “doing nothing” if the remaining cooldown(s) cost leaves them with enough Initiative Points to perform the action within that round.
Reactionary Maneuvers: If a player has any leftover points at the end of the round, they may use 1 of those leftover points to perform a Reactionary Maneuver. A Reactionary Maneuver is a quick response to an action from the previous round. When using a skill as a Reactionary Maneuver, only skills that cost 1 Initiative Point can be used. Initiative Points spent towards a Reactionary Maneuver do not count towards cooldown(s).
Actions with a * next to their cost cane be used as Reactionary Maneuvers.
Free Actions [0 points]: An action that is so trivial, spending only negligible amounts of time or negligible effort in which they can be performed while performing other actions, they take no Initiative points to do. Examples include: taking a hand on or off a weapon’s hilt or talking, within reason of course (don’t take your hand on and off your weapon an absurd number of times or make hour long speeches for example, though you can talk and use other actions at the same time so if a battle ends up taking an hour or more you could make an hour long speech while fighting).
Stuns: Stuns and Stun-like effects subtract Initiative Points from the victim’s next round (1 point per Second of the duration).
Effect Duration: A Status or Skill Effect’s Duration works with the same mechanics as cooldown(s).
The five statistics
There are five different primary stats, each one governing different arrays of aspects such as accuracy and damage.
Initial statistics
At character creation, players are given 30 stat points to spend on their stats. Each stat starts at 10 and can be lowered down to a minimum of 8 to gain additional points. The amount of stat points needed to raise a stat will increase the higher the stat is raised. No stat can be raised past 16 before Racial modifiers. The costs for allocation are described in the table below:
So to raise a single stat from 10 to 16 would reduce the remaining number of stat points from 30 to 20, assuming no other modifications were made yet; while decreasing a single stat from 10 to 8 would increase the number of remaining points from 30 to 32, again assuming no other modifications were made yet. Also, all points must be spent at the end of creation; in other words, there can be no leftover points.
Example Array:
16 Str/15 Dex/16 Agi/8 Int/14 Wis
Raising Strength to 16 costed 10 points, reducing the pool from 30 to 20.
Raising Dexterity to 15 costed 7 points, reducing the pool from 20 to 13.
Raising Agility to 16 costed 10 points, reducing the pool from 13 to 3.
Reducing Intelligence to 8 refunded 2 points, increasing the pool from 3 to 5.
Raising Wisdom to 14 costed 5 points, reducing the pool from 5 to 0.
Racial Bonuses
Each race grants varying bonuses, suited for various classes, thus some races will be better at some classes than others.
Human: Increase 2 different stats by +5
Elf: Increase Dexterity or Wisdom by +5 (choose one); +10 to Attack and Damage rolls with a bow.; Dim-light Vision
Dwarf: Increase Strength or Wisdom by +5 (choose one); +10 to all Magic Resist Rolls and all Saving Throws vs Magic Effects; Dim-Light Vision
Half-Alv: Increase Intelligence or Wisdom by +5 (choose one); Spells ignore +10 Magic Resist; Dim-Light Vision
Were-Cat: Increase Dexterity or Agility by +5; +10 to Perception Checks/Spot Checks; Dark Vision
Wolf-Hair: Increase Strength or Agility by +5; +5 Strength (Stacking) when Below 75% HP; +5 Strength (stacking) and Agility (Stacking) when below 50% HP; Dim-Light Vision [Synergizes with Berserker]
Fox-Tail: Increase Intelligence or Wisdom by +5 (choose one); Increase the DC of all adverse Spell Effects by +10; Dim-Light Vision
Race of Ritual: Increase Intelligence or Wisdom by +5; Reduce MP cost by 10%; Dim-Light Vision
Progression
There are two possible progression systems that can be used. I do not know which one would suit the RP better, thus it should be something we decide as a collective staff. Every point in a stat adds +1 to any dice roll the Stat governs (Example: Melee Attacks for Strength).
Option 1:
This option effectively makes it possible to max out three different stats if the remaining two are mostly ignored. It is simpler and thus should have less room for error. However, depending on how powerful we want individual characters to be, the ability to max out three different stats may be too much.
Example Level 100 Stats
Race: Human
Starting Array: 16+5 Str/13 Dex/16+5 Agi/8 Int/15 Wis
Strength: 50 [29]
Dexterity: 20 [6]
Agility: 50 [29]
Intelligence: 8 [0]
Wisdom: 50 [35]
Option 2:
Example Level 100 Stats
Race: Human
Starting Array: 16+5 Str/14 Dex/16+5 Agi/8 Int/15 Wis
Strength: 40 [19]
Dexterity: 14 [0]
Agility: 40 [19]
Intelligence: 8 [0]
Wisdom: 27 [12]
This option allows the possibility of two stats being maxed out and a little dabbling in a third stat. Characters would obviously be weaker than in the first option, but if it is an option depending on how powerful we want characters to be. The allocation is slightly more complicated as it is every even level so there is a little room for error, but it still remains overall simple.
HP/MP
HP/MP formulas/calculations are included on this spreadsheet as it was easier to organize everything in excel.
Note: If any of these contradict the original post, these take priority unless stated otherwise as these are newer than the original post's.
Revised Accuracy and Damage Roll formulas:
To Hit DC (THD): 50+(Agility*Armor Type Multiplier)+Armor Level+Level
Armor Type Multiplier (ATM):
1.0: Cloth and Leather
0.5: Chain
0.0: Plate
Dodge Reactions grant a 1.5x Agility Bonus to the Hit DC against a single Attack
To Hit Roll (THR): d100+Attack Stat+Weapon Level+Level
If the To Hit Roll is equal to or surpasses the To Hit DC, the attack succeeds in striking the target.
Damage Roll (DR): Damage Dice+(Damage Stat/10 rounded down)*Weapon Level
Damage Dice:
Dagger: 1d8
1H Sword: 1d10
2H Sword: 2d8
1H Pole Weapon: 1d10
2H Pole Weapon: 2d8
1H Axe: 1d10
2H Axe: 2d8
1H Blunt Weapon: 1d10
2H Blunt Weapn: 2d8
Staves: 1d8
Whips: 1d8
Grimoires: 1d10
Crossbow: 2d4
Shortbow: 1d10
Longbow: 2d8
Greatbow: 2d10
xdy means the sum of x y sided dice so 2d8 means the sum of 2 eight sided dice.
Melee weapons are granted a 1.5x strength bonus when two-handing.
Armor Damage Reduction (ADR): Armor Reduction Multiplier*(Armor Level/Weapon Level)
Armor Reduction Multiplier (ARM):
0.125: Cloth
0.250: Leather
0.375: Chain
0.500: Plate
Block Reactions grant additional Damage Reduction against a single attack if they succeed.
To Block DC (TBD): 50+Dex+Blocking Item Level+Level
Blocked Damage Reduction (BDR): Block Type Multiplier*(Blocking Item Level/Weapon Level)
Block Type Multiplier (BTM):
0.50: Great Shield
0.25: Small Shield
0.10: Other
Final Damage: DR-(DR*ADR)-[BDR*(DR*ADR)]
Reactionary Maneuvers: If a player has any leftover points at the end of the round, they may those leftover points to perform Reactionary Maneuvers. A Reactionary Maneuver is a quick response to an action from the previous round. When using a skill as a Reactionary Maneuver, only skills that cost 1 Initiative Point can be used. Initiative Points spent towards a Reactionary Maneuver do not count towards cooldown(s). Leftover points are lost upon the end of a round.
You can reserve all five of a round's action points for reactionary maneuvers now.
Basic Attack Initiative Costs reworked from Murasaki:
Small Weapons (example: daggers and fist/fist weapons) [1 point]
Medium Weapons (example: longsword) [1.5 points]
Large Weapons (example: greatsword) [2 points]
To Hit DC (THD): 50+(Agility*Armor Type Multiplier)+(Armor Level+Level)/2
Armor Type Multiplier (ATM):
1.00: Cloth and Leather
0.75: Chain
0.25: Plate
Buffed Chain and Plate ATM.
Dodge Reactions grant a 1.5x Agility Bonus to the Hit DC against a single Attack
To Hit Roll (THR): d100+Attack Stat+(Weapon Level+Level)/2
If the To Hit Roll is equal to or surpasses the To Hit DC, the attack succeeds in striking the target.
Bonuses from level and equipment level halved in To Hit formulas.
Damage Roll (DR): [Damage Dice+(Damage Stat/10 rounded down)]*(Character Level+Weapon Level*2+10)/4
New damage formula from Hane.
Damage Dice:
Reworking...
xdy means the sum of x y sided dice so 2d8 means the sum of 2 eight sided dice.
Melee weapons are granted a 1.5x strength bonus when two-handing.
Armor Damage Reduction (ADR): Armor Reduction Multiplier*(Weapon/Armor Level)
Armor Reduction Multiplier (ARM):
0.875: Cloth
0.750: Leather
0.625: Chain
0.500: Plate
Inversed Reduction Multipliers (smaller number means more damage is negated).
Block Reactions grant additional Damage Reduction against a single attack if they succeed.
To Block DC (TBD): 50+Dex+(Blocking Item Level+Level)/2
Blocked Damage Reduction (BDR): Block Type Multiplier*( Weapon Level/ Blocking Item Level)
If BDR equals or exceeds 1, the blocking attempt is automatically fail.
Block Type Multiplier (BTM):
0.5: Great Shield
0.6: Small Shield
0.6: Large Weapons
0.7: Medium Weapons
0.8: Small Weapons
Using a small shield grants a 1.25x Dex Bonus to TBD while a great shield grants a 1.5x Dex Bonus to TBD
Inversed reduction multipliers. Buffed Small Shield Multiplier. Added Multipliers for different weapon sizes. Added Dex bonus for TBD when using a shield.
Final Damage: DR*ADR*BDR
Greatly simplified Final Damage thanks to inversed reduction multipliers.
I figured this information should be made public as we have promised an alternate Battle System module but everything's been in the dark since the beginning. I'd like to ask for feedback from anyone willing to take a few moments to evaluate the system, especially by those familiar with D&D-esque systems.
As always, the implementation of a battle system will not affect RPers if they choose not to use the mechanics. It is simply an alternate way to conduct RP combat.
Jan 6, 2014 23:09:35 GMT Luna said:
The BasicsThe combat system runs on a d100 (100 sided die) system, with the vdice plugin being used for dice rolls. The idea is roll a number higher than the DC (difficulty check) of the action being performed. For example, lets say the difficulty check for hitting a target was 50; a roll of 51 or higher would be needed to succeed in hitting the target. Without any bonuses being applied, such as from stats, level bonuses, buffs, and/or gear bonuses, there would be exactly a 50% chance to hit. Of course, in just about every action, you get some kind of bonus.
vDice Plugin for Dice Rolls on the forum
The Basics of Bonuses
Bonuses directly add to a roll and can come from a variety of sources: stats, equipment, race, level, buffs, etc. So in the previous example where there was a 50% chance to hit without bonuses, a +20 bonus from say a stat (Strength for most melee weapons and dexterity for ranged and finesse weapons). Without any bonuses a roll of 31 would fail the DC 50 and the attack would miss, but with the +20 bonus a roll of 31 becomes 51, granting the hit. Effectively this changes the chance to hit from a 50% chance to a 70% chance.
Source of Bonuses
Stats:
The five primary statistics: Strength, Dexterity, Agility, Intelligence, and Wisdom, all govern the vast majority of actions performed in the world of Elder Tale. Any action that falls under their territory (ex: Strength for attacking with a melee weapon) grants a bonus equal to the value of the stat (ex: 20 Strength grants +20 to attack rolls with a Spear). In the case that an action falls under two or more skills (ex: attacking with a finesse weapon like a rapier can fall under strength or dexterity), the highest bonus is applied (ex: when attacking with a rapier: if strength is higher then a strength bonus is applied, if dexterity is higher a dexterity bonus is applied).
Level:
A bonus or penalty is applied to rolls of conflict (example: Combat Rolls). Lets say a Level 1 Guardian with 20 Strength attacks a Level 90 Enchanter whose stats were reduced to 0 in all areas by some random effect. If the two were of equal levels then the Guardian would have a 70% chance of striking the Enchanter due to his strength giving him a +20 to attack rolls. However, as the Enchanter is 89 levels higher than Guardian, the Guardian suffers a -89 to his attack roll, the difference in their levels. This effectively makes it impossible for the Guardian to succeed in his attack rolls despite have an advantage in stats. Now lets say the Enchanter attacks the Guardian, whose Agility is 10 (ignoring any armor they may have at the moment to simplify things). If they were of equal levels, the Enchanter would only have a 40% chance to strike the Guardian. However, the Enchanter obtains a level bonus of +89, again the difference between their levels, effectively making it impossible for the Enchanter to miss. Furthermore, this +89 bonus is also applied to the damage roll, making it likely that the Guardian took severe damage and is possibly dead. Normally an Enchanter, being one of the Mage classes, would have no hope of matching one of the Warrior classes in Strength, however the difference in level is so high, the Enchanter can easily surpass the Level 1 Guardian.
Equipment:
In addition to possibly having Stat bonuses that boost your stats and thus boost your rolls, Armor and Weapons Levels have a direct impact on your Attack and Defense Rolls. A Level 10 weapon grants a +10 to attack rolls with it. A level 15 Armor increases the DC to hit you by +15. So if you were a Guardian with 20 Str and 10 Agility with a level 10 weapon and level 15 armor (ignoring armor type for now), you would have +30 to hit and it would take a roll+bonus higher than 75 to hit you.
Combat Round Initiative System:
A player receives 5 Initiative Points per combat round with each point spent represents 1 second spent performing the action. Every action performed in combat costs a certain number of Initiative Points (including 0 for Free Actions). To perform an action the player must have the required number of points, with some skills, most notably spells, being an exception due to the mechanics of cast time. All combatants perform their combat round actions near-simultaneously during each round so each round is approximately five seconds long.
Actions [Cost]: Description
Basic Attack [2 points, 1 if Dual Wielding]: A simple basic attack with the player’s equipped weapon(s).
Combat Maneuvers [3 points]: Special combat techniques such as tripping, disarming, called shots, etc. The success of said maneuvers work similar to a basic attack.
Dodge [1 Point]*: Basic avoidance technique with success depending on agility and equipment encumbrance.
Block [1 point]*: Basic defense mitigation technique with success depending on dexterity and the weapon/shield used to block.
Move [1 point]: Basic Movement with maximum distance depending on agility and equipment encumbrance.
Skills [Varying Cost]*: The usage of an active class skill. Additional costs such as mana or conditions like cooldowns will obviously apply. Cooldowns also tick down under a combination of rounds passed and Initiative Points spent. Every Initiative Point spent after using the skill counts as one second towards 1 second off all active cooldowns. If an entire round passes in which the skill was not used, rather than counting the number of Initiative Points spent, an entire five seconds is taken off the cooldown(s). Another way to see it is that all unspent Initiative Points also count towards the cooldown(s). This cooldown feature also applies to items with active effects. If a skill’s Initiative Cost is due to a sort of preparation time such as charging up power or a cast time, then the player may use Initiative Points from the next round, but their skill will not occur until the next round. A user may also spend points “doing nothing” if the remaining cooldown(s) cost leaves them with enough Initiative Points to perform the action within that round.
Reactionary Maneuvers: If a player has any leftover points at the end of the round, they may use 1 of those leftover points to perform a Reactionary Maneuver. A Reactionary Maneuver is a quick response to an action from the previous round. When using a skill as a Reactionary Maneuver, only skills that cost 1 Initiative Point can be used. Initiative Points spent towards a Reactionary Maneuver do not count towards cooldown(s).
Actions with a * next to their cost cane be used as Reactionary Maneuvers.
Free Actions [0 points]: An action that is so trivial, spending only negligible amounts of time or negligible effort in which they can be performed while performing other actions, they take no Initiative points to do. Examples include: taking a hand on or off a weapon’s hilt or talking, within reason of course (don’t take your hand on and off your weapon an absurd number of times or make hour long speeches for example, though you can talk and use other actions at the same time so if a battle ends up taking an hour or more you could make an hour long speech while fighting).
Stuns: Stuns and Stun-like effects subtract Initiative Points from the victim’s next round (1 point per Second of the duration).
Effect Duration: A Status or Skill Effect’s Duration works with the same mechanics as cooldown(s).
The five statistics
There are five different primary stats, each one governing different arrays of aspects such as accuracy and damage.
- Strength [Str]
Strength affects a character's physical limits in terms of exerting force. It is possibly the most important stat for melee fighters as it governs accuracy for most melee weapons and physical damage, including bows thus making it an important stat for archers as well. Furthermore, strength determines how much weight a character can lift, carry, or drag. - Dexterity [Dex]
Dexterity determines the amount of control and skill a character has with their limbs. Dexterity determines the accuracy of ranged weapons such as bows, making it the most important stat for ranged physical attackers. In addition, dexterity also governs the accuracy of finesse weapons such as rapiers or light weapons like daggers or short swords. Furthermore, dexterity governs blocking maneuvers, making it an important stat for shield and heavy armor users. - Agility [Agi]
Agility affects a character's speed and flexibility. Not only does it influence a character's maximum movement speed, but it also governs dodge maneuvers, making it an invaluable stat for light armor users: leather and cloth. Furthermore, it also boosts any acrobatic stunts a character may perform. - Intelligence [Int]
The character's aptitude of controlling the flow of psyche, the magical essence, of Elder Tale. It neither influences nor is influenced by one's actual mental capacity. Possibly the most vital stat for the mage classes, intelligence determines the effectiveness of their spells in both accuracy and potency. - Wisdom [Wis]
The character's aptitude of controlling the flow of anima, the life essence, of Elder Tale. It neither influences nor is influenced by one's actual mental capacity. Wisdom is the key stat for the Healer classes as it affects their spells like intelligence affects the Mage classes. Furthermore, Wisdom governs most forms of magic resistance.
Initial statistics
At character creation, players are given 30 stat points to spend on their stats. Each stat starts at 10 and can be lowered down to a minimum of 8 to gain additional points. The amount of stat points needed to raise a stat will increase the higher the stat is raised. No stat can be raised past 16 before Racial modifiers. The costs for allocation are described in the table below:
[Stat Amount] | [Total Change to Point Pool] |
8 | +2 |
9 | +1 |
10 | 0 |
11 | -1 |
12 | -2 |
13 | -3 |
14 | -5 |
15 | -7 |
16 | -10 |
So to raise a single stat from 10 to 16 would reduce the remaining number of stat points from 30 to 20, assuming no other modifications were made yet; while decreasing a single stat from 10 to 8 would increase the number of remaining points from 30 to 32, again assuming no other modifications were made yet. Also, all points must be spent at the end of creation; in other words, there can be no leftover points.
Example Array:
16 Str/15 Dex/16 Agi/8 Int/14 Wis
Raising Strength to 16 costed 10 points, reducing the pool from 30 to 20.
Raising Dexterity to 15 costed 7 points, reducing the pool from 20 to 13.
Raising Agility to 16 costed 10 points, reducing the pool from 13 to 3.
Reducing Intelligence to 8 refunded 2 points, increasing the pool from 3 to 5.
Raising Wisdom to 14 costed 5 points, reducing the pool from 5 to 0.
Racial Bonuses
Each race grants varying bonuses, suited for various classes, thus some races will be better at some classes than others.
Human: Increase 2 different stats by +5
Elf: Increase Dexterity or Wisdom by +5 (choose one); +10 to Attack and Damage rolls with a bow.; Dim-light Vision
Dwarf: Increase Strength or Wisdom by +5 (choose one); +10 to all Magic Resist Rolls and all Saving Throws vs Magic Effects; Dim-Light Vision
Half-Alv: Increase Intelligence or Wisdom by +5 (choose one); Spells ignore +10 Magic Resist; Dim-Light Vision
Were-Cat: Increase Dexterity or Agility by +5; +10 to Perception Checks/Spot Checks; Dark Vision
Wolf-Hair: Increase Strength or Agility by +5; +5 Strength (Stacking) when Below 75% HP; +5 Strength (stacking) and Agility (Stacking) when below 50% HP; Dim-Light Vision [Synergizes with Berserker]
Fox-Tail: Increase Intelligence or Wisdom by +5 (choose one); Increase the DC of all adverse Spell Effects by +10; Dim-Light Vision
Race of Ritual: Increase Intelligence or Wisdom by +5; Reduce MP cost by 10%; Dim-Light Vision
Progression
There are two possible progression systems that can be used. I do not know which one would suit the RP better, thus it should be something we decide as a collective staff. Every point in a stat adds +1 to any dice roll the Stat governs (Example: Melee Attacks for Strength).
Option 1:
- Increase a single stat by 1 whenever the main class levels up
- Stat Cap of 50 before equipment bonuses and buffs
- Total of 99 Extra Stats
This option effectively makes it possible to max out three different stats if the remaining two are mostly ignored. It is simpler and thus should have less room for error. However, depending on how powerful we want individual characters to be, the ability to max out three different stats may be too much.
Example Level 100 Stats
Race: Human
Starting Array: 16+5 Str/13 Dex/16+5 Agi/8 Int/15 Wis
Strength: 50 [29]
Dexterity: 20 [6]
Agility: 50 [29]
Intelligence: 8 [0]
Wisdom: 50 [35]
Option 2:
- Increase a stat by 1 every even level of the main class (2, 4, 6, 8, etc.)
- Stat Cap of 40 before equipment bonuses and buffs
- Total of 50 Extra Stats
Example Level 100 Stats
Race: Human
Starting Array: 16+5 Str/14 Dex/16+5 Agi/8 Int/15 Wis
Strength: 40 [19]
Dexterity: 14 [0]
Agility: 40 [19]
Intelligence: 8 [0]
Wisdom: 27 [12]
This option allows the possibility of two stats being maxed out and a little dabbling in a third stat. Characters would obviously be weaker than in the first option, but if it is an option depending on how powerful we want characters to be. The allocation is slightly more complicated as it is every even level so there is a little room for error, but it still remains overall simple.
HP/MP
HP/MP formulas/calculations are included on this spreadsheet as it was easier to organize everything in excel.
Sept 9, 2014 3:39:15 GMT Luna said:
If you guys could test these formulas and numbers out at various levels, it would be nice. A lot of these numbers are still up for tweaking (especially the damage dice).Note: If any of these contradict the original post, these take priority unless stated otherwise as these are newer than the original post's.
Revised Accuracy and Damage Roll formulas:
To Hit DC (THD): 50+(Agility*Armor Type Multiplier)+Armor Level+Level
Armor Type Multiplier (ATM):
1.0: Cloth and Leather
0.5: Chain
0.0: Plate
Dodge Reactions grant a 1.5x Agility Bonus to the Hit DC against a single Attack
To Hit Roll (THR): d100+Attack Stat+Weapon Level+Level
If the To Hit Roll is equal to or surpasses the To Hit DC, the attack succeeds in striking the target.
Damage Roll (DR): Damage Dice+(Damage Stat/10 rounded down)*Weapon Level
Damage Dice:
Dagger: 1d8
1H Sword: 1d10
2H Sword: 2d8
1H Pole Weapon: 1d10
2H Pole Weapon: 2d8
1H Axe: 1d10
2H Axe: 2d8
1H Blunt Weapon: 1d10
2H Blunt Weapn: 2d8
Staves: 1d8
Whips: 1d8
Grimoires: 1d10
Crossbow: 2d4
Shortbow: 1d10
Longbow: 2d8
Greatbow: 2d10
xdy means the sum of x y sided dice so 2d8 means the sum of 2 eight sided dice.
Melee weapons are granted a 1.5x strength bonus when two-handing.
Armor Damage Reduction (ADR): Armor Reduction Multiplier*(Armor Level/Weapon Level)
Armor Reduction Multiplier (ARM):
0.125: Cloth
0.250: Leather
0.375: Chain
0.500: Plate
Block Reactions grant additional Damage Reduction against a single attack if they succeed.
To Block DC (TBD): 50+Dex+Blocking Item Level+Level
Blocked Damage Reduction (BDR): Block Type Multiplier*(Blocking Item Level/Weapon Level)
Block Type Multiplier (BTM):
0.50: Great Shield
0.25: Small Shield
0.10: Other
Final Damage: DR-(DR*ADR)-[BDR*(DR*ADR)]
Fixed some of the formulas and adjusted stuff:
Reactionary Maneuvers: If a player has any leftover points at the end of the round, they may those leftover points to perform Reactionary Maneuvers. A Reactionary Maneuver is a quick response to an action from the previous round. When using a skill as a Reactionary Maneuver, only skills that cost 1 Initiative Point can be used. Initiative Points spent towards a Reactionary Maneuver do not count towards cooldown(s). Leftover points are lost upon the end of a round.
You can reserve all five of a round's action points for reactionary maneuvers now.
Basic Attack Initiative Costs reworked from Murasaki:
Small Weapons (example: daggers and fist/fist weapons) [1 point]
Medium Weapons (example: longsword) [1.5 points]
Large Weapons (example: greatsword) [2 points]
To Hit DC (THD): 50+(Agility*Armor Type Multiplier)+(Armor Level+Level)/2
Armor Type Multiplier (ATM):
1.00: Cloth and Leather
0.75: Chain
0.25: Plate
Buffed Chain and Plate ATM.
Dodge Reactions grant a 1.5x Agility Bonus to the Hit DC against a single Attack
To Hit Roll (THR): d100+Attack Stat+(Weapon Level+Level)/2
If the To Hit Roll is equal to or surpasses the To Hit DC, the attack succeeds in striking the target.
Bonuses from level and equipment level halved in To Hit formulas.
Damage Roll (DR): [Damage Dice+(Damage Stat/10 rounded down)]*(Character Level+Weapon Level*2+10)/4
New damage formula from Hane.
Damage Dice:
Reworking...
xdy means the sum of x y sided dice so 2d8 means the sum of 2 eight sided dice.
Melee weapons are granted a 1.5x strength bonus when two-handing.
Armor Damage Reduction (ADR): Armor Reduction Multiplier*(Weapon/Armor Level)
Armor Reduction Multiplier (ARM):
0.875: Cloth
0.750: Leather
0.625: Chain
0.500: Plate
Inversed Reduction Multipliers (smaller number means more damage is negated).
Block Reactions grant additional Damage Reduction against a single attack if they succeed.
To Block DC (TBD): 50+Dex+(Blocking Item Level+Level)/2
Blocked Damage Reduction (BDR): Block Type Multiplier*( Weapon Level/ Blocking Item Level)
If BDR equals or exceeds 1, the blocking attempt is automatically fail.
Block Type Multiplier (BTM):
0.5: Great Shield
0.6: Small Shield
0.6: Large Weapons
0.7: Medium Weapons
0.8: Small Weapons
Using a small shield grants a 1.25x Dex Bonus to TBD while a great shield grants a 1.5x Dex Bonus to TBD
Inversed reduction multipliers. Buffed Small Shield Multiplier. Added Multipliers for different weapon sizes. Added Dex bonus for TBD when using a shield.
Final Damage: DR*ADR*BDR
Greatly simplified Final Damage thanks to inversed reduction multipliers.