Post by Calefrun on Feb 9, 2015 20:08:06 GMT -5
I'll update this thread as I work out the rules for this thing. Also, since I'm kinda making this up as I go along, these rules are subject to potential fine-tuning as we play if (when) I feel like something needs to be fixed.
CHARACTERS
Every character will have five basic attributes, which will be used whenever any sort of check needs to be made. That is to say, no skill points, no fort/will/ref, just five stats, which are as follows:
Hit Points (HP)
The timeless measure of how much health your character has. When this number reaches zero, you are knocked unconscious. I'm not implementing a "bleed-out" mechanic or anything of that sort, however enemies CAN still attack you when you're out cold. If you reach -10 hit points, you die.
Strength (Str)
How strong your character is (duh). Anything involving feats of strength (lifting, climbing, etc.) will be dependent on this stat. Additionally, it affects your melee attack/defense capabilities.
Dexterity (Dex)
Like strength, but this stat affects your ability to sneak and be acrobatic or whatever. Also impacts ranged attack/defense.
Magic (Mag)
Effectively your magic attack/magic resist.
Knowledge (Kno)
Basically behaves the same as D&D knowledge skills, but all wrapped up into one. That is to say, you can use this skill to determine whether or not your character knows about certain things. This could provide useful information, or potentially grant you a bonus against certain enemies or in certain areas. Additionally, your ability to use first aid will be dependent on this skill. And if I ever feel like fucking around, your knowledge skill may have an impact on your grades or something.
At level one, each character starts with ten points in each of these stats. At every level up, they gain three points that the player can assign however they choose. I will likely keep track of experience and level progression myself, to avoid cluttering up character sheets or giving you guys too many numbers to keep track of.
Finally, there are three weapon types: melee, ranged, and magic. Each character starts out with two weapons and the proficiency to use both. They may, upon any level up, sacrifice their level-up to gain proficiency with the third weapon type (though acquiring new weapons is up to them). These weapons can take any form so long as they remain within the same category (or, in the case of magic, you can describe your spells as powerfully as you'd like), however this does not effect the stats of that weapon. In other words, I'm giving you freedom to decide how your character fights (and potentially to describe increasingly badass weapons and define your own character's progression), but if you have a giant anime sword (please don't have a giant anime sword) that does an underwhelming amount of damage, it's your own fault.
CHARACTERS
Every character will have five basic attributes, which will be used whenever any sort of check needs to be made. That is to say, no skill points, no fort/will/ref, just five stats, which are as follows:
Hit Points (HP)
The timeless measure of how much health your character has. When this number reaches zero, you are knocked unconscious. I'm not implementing a "bleed-out" mechanic or anything of that sort, however enemies CAN still attack you when you're out cold. If you reach -10 hit points, you die.
Strength (Str)
How strong your character is (duh). Anything involving feats of strength (lifting, climbing, etc.) will be dependent on this stat. Additionally, it affects your melee attack/defense capabilities.
Dexterity (Dex)
Like strength, but this stat affects your ability to sneak and be acrobatic or whatever. Also impacts ranged attack/defense.
Magic (Mag)
Effectively your magic attack/magic resist.
Knowledge (Kno)
Basically behaves the same as D&D knowledge skills, but all wrapped up into one. That is to say, you can use this skill to determine whether or not your character knows about certain things. This could provide useful information, or potentially grant you a bonus against certain enemies or in certain areas. Additionally, your ability to use first aid will be dependent on this skill. And if I ever feel like fucking around, your knowledge skill may have an impact on your grades or something.
At level one, each character starts with ten points in each of these stats. At every level up, they gain three points that the player can assign however they choose. I will likely keep track of experience and level progression myself, to avoid cluttering up character sheets or giving you guys too many numbers to keep track of.
Finally, there are three weapon types: melee, ranged, and magic. Each character starts out with two weapons and the proficiency to use both. They may, upon any level up, sacrifice their level-up to gain proficiency with the third weapon type (though acquiring new weapons is up to them). These weapons can take any form so long as they remain within the same category (or, in the case of magic, you can describe your spells as powerfully as you'd like), however this does not effect the stats of that weapon. In other words, I'm giving you freedom to decide how your character fights (and potentially to describe increasingly badass weapons and define your own character's progression), but if you have a giant anime sword (please don't have a giant anime sword) that does an underwhelming amount of damage, it's your own fault.