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joneirik:rpg:g5_11

11 - Basic

Dice

2D6 + Stat >= Passive generated number

  • Attack = 2d6+Agi vs Defense
  • Damage = 2d6+Pow vs Armor
  • Skill = 2d6+Stat+Bnous vs Challenge (Not implemented yet)

Critical Hits

Any roll that hits, where two dices share the same side is also a Critical Hit. ex 3+3, 4+4, 5+5, 6+6. See the Vitality/Wounds system for what Critical Hits does.

Automatic Hit/Miss

A roll of 6+6 is automatically a hit, no matter the Attack vs Defense. It will also be a Critical hit.

A roll of 1+1 is automatically a miss, no matter the Attack vs Defense. Since it is a miss, it can not be a Critical Hit.

* There might be some changes here once I start adding adding extra dices to rolls.

Bonus Dices

Boost

+1d6 to roll, multiple boost does not stack.

Deflate (Someone please come up with a better name)

-1d6 to roll, multiple Deflate does not stack.

Bless

+1d6 to roll, remove the lowest dice after roll. Multiple Bless does not stack. Negates Curse.

Curse

+1d6 to roll, remove the highest dice after roll. Multiple Curse does not stack. Negates Bless.

Stats

Numbers

Stats goes from 0 to 10 or possibly higher, but most players will be between 3-9 in any given stat. The stat is used as numerical modifier to anything that uses the stat, so a Power 5 means that you add 5 to any roll or formula that says Power.

Humans and most characters will start with a minimum of 3 in each Primary Stat, and a Soft-Cap at 9 because I haven't made a way to get more than that as I write this.

Character Generation starts with picking a race, getting 15 points to distribute among stats, buy up the minimum stats first, and select the rest.

Primary Stats

  • Power
    1. Damage
  • Agility
    1. Attack
  • Endurance
    1. Armor

Secondary Stats

  • Defense
    • Power + Agility + 3
  • Vitality
    • Agility + Endurance + 10
  • Wounds
    • Power + Endurance + 10

Tertiary Stats

Speed

Defined by Race, Default 8

Limit to how far you can move in a turn.

Initiative

Agility roll

Saves*

No saves in the same way as D20, but you can roll stat rolls vs a challenge to avoid tripping etc.

Magic*

Placeholder for now, it is meant to enhance Mana or other magical resources depending on their magic system. This won't be completed until I have gotten as far as to work on the actual classes and their magic systems. Also all class specific Tertiary stats will be explained under that specific class, since each class will run its own system.

Vitality & Wounds

Vitality works as a damage shield/soak, that takes the brunt of damage and protects your actual health (wounds). It a fast moving resource that gets beaten on lots, and can be recovered easily. It should be fairly trivial to replenish Vitality between combat. Most “healing” effects will affect Vitality only. When taking damage you will typically take Vitality damage until your vitality runs out, then move onto Wounds damage.

Wounds are the actual health of a character, most commonly you won't take Wounds damage until your vitality is depleted. Damage to wounds are actual damage to your body, and can come with penalties and other problems. Once you've reached 0 wounds you're dead. You will usually be crippled, unconscious etc before that happens.

http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm

todo:

  • Critical bypass vit, should it also bypass armor ?
  • called shots option to target specific area
  • wounds allocation, make a system to get wounds, cripple specific parts etc

Sample

Base Human: 3
  • Power = 3
    • Damage = +3
  • Agility = 3
    • Attack = +3
  • Endurance = 3
    • Armor = +3
  • Defense = 10
  • Vitality = 16
  • Wounds = 16
  • Speed = 8
  • Armor = 3
  • Attack = 2d6+3
  • Damage = 2d6+3

There isn't really a point in displaying most of these under stats, as the Primary stats represents them, so I'll cut them out in the next example.

Human Character: 5
  • Power = 5
  • Agility = 5
  • Endurance = 5
  • Defense = 14
  • Vitality = 20
  • Wounds = 20
  • Speed = 8
  • Armor = 10 (End +5, Leather Armor +5)
  • Attack = 2d6+5
  • Damage = 2d6+8 (Pow +5, Sword +3)

Normally a character like this would at least have a Leather Armor (+5 Armor), and a Sword (+3 damage) in order to get the numbers more representative.




To Do:

  • Secondary stats need testing to balance out
  • Need to finish design the Vitality/Wounds variant to correct numbers
  • Skill replacement system until the Skill system gets redesigned
joneirik/rpg/g5_11.txt · Last modified: 2016/12/04 11:31 by 127.0.0.1