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Outlining Rules for an RPG Gaming System. Fresh

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    Outlining Rules for an RPG Gaming System. Fresh

    Attributes:



    .

    There are 4 base attributes in total, and several secondary Attributes.

    Base Attributes:
    Strength:
    Measures how much equipment you may carry, damage in combat with melee weapons.

    Dexterity:
    Measures ability to dodge attacks of all types, including some spells. Ability to hit with weapons.

    Vitality:
    Measures bonus HP.

    Energy:
    Measures your total mental and Mana.

    Secondary Attributes:

    Damage:
    How much damage you deal.

    Attack Rating:
    Your ability to land hits with a weapon. On a 20 you automatically hit. On a 1 you automatically miss.

    Defense Rating:
    Your ability to reduce damage that hits you.

    Chance to Block:
    Modified by a D100 rolled on a D20 and multiplied by 5. On a 100 you automatically block, on a 5 you automatically fail.

    Character classes:

    Fighter
    Shadow Rogue
    Black Mage
    White Mage
    Blue Mage
    Summoner

    Se below there will be fewer spells types per class, but more variety now.
    Last edited by Wade; July 2nd, 2018, 02:59 PM.

    #2
    This section has been removed and replaced as follows.

    NO Text save until later.
    Last edited by Wade; July 2nd, 2018, 12:25 PM.

    Comment


      #3
      Classes Work In Progress

      Fighter

      Starting Attributes at character level 1.

      Strength: 35
      Dexterity: 20
      Vitality: 35
      Energy: 10

      Damage: +10 (+1 +weapon dmg +1 per 5 Strength +1 per 10 Dexterity).
      Attack Rating: 60 (20 plus 2 per Dexterity).
      Defense: 40 (10 plus 1.5 per Dexterity).

      Life: 144 +4x Vitality, +4x level number.
      Mana: 11 +1x Energy, +1x level number.

      Equipment:
      The Fighter can use all equipment except Mage Focuses and magic Wands.

      Abilities:


      Hulk
      Requires: Level 1
      Passive
      Effect:
      Allows the fighter to equip a two handed weapon as a one handed weapon. Has a 20 point AR penalty and a 20 point Defense Rating penalty. AR improves by 2 per skill level. Defense rating improves by 1 per skill level.


      Brute Strength
      Requires: Level 6
      Passive
      Effect:
      Adds 5 to Strength at skill level 1, Plus 1 per skill level beyond the first.


      Multi-Swing
      Requires: Level 12
      Mana: 3 per use
      Effect:
      Allows to attack with each weapon wielded an extra half attack per round. Improves by half attack per 3 skill levels, rounded down.


      Dual Wield
      Requires: Level 6
      Passive
      Effect:
      Allows attacking with two weapons simultaneously. Each weapon does 75% of normal net damage at skill level 1. Each level improves this by 1%, so if you have enough total levels in Dual Wield, you eventually move out of penalties and into bonuses.


      Bash
      Requires: Level 1
      Mana: 3
      Effect:
      Adds 1d6 damage to your attack and has a 50% chance to knockback when using melee weapons. Damage improves by +1 per skill level beyond the first, and knockback improves by 1% per skill level beyond the first.


      Weapon Focus
      Requires: Level 1
      Passive
      Choose a weapon type.
      Effect:
      You gain +2 to attack rating with the selected weapon type per skill level. And you gain a 5% chance to Critical automatically, with an additional +1% per skill level.


      Shrug Off
      Requires: Level 18
      Mana: 10
      Effect:
      Gains an additional 50HP + 1 hp per skill level for the next 18 seconds. Duration improves by 1 second per skill level beyond the first.


      Natural Resistance
      Requires: Level 6
      Passive
      Effect:
      You gain elemental resistance 15% at skill level 1. Plus 3% per skill level beyond the first. This improves Fire, Cold, Poison, and Lightning resistance, but does not improve other elemental resistances.


      Toughness
      Requires: Level 12
      Passive
      Effect:
      You gain +10 defense rating plus an additional +1 per skill level beyond the first.


      Expert Tactician
      Requires: Level 12
      Passive
      Effect:
      When you and another character are both attacking the same target creature, that creature loses 10 to its defense rating. For each skill level beyond the first, the creature loses another 5 to its defense rating. This does not stack between multiple fighters.


      Berserk
      Requires: Level 24
      Mana: 15
      Effect:
      Temporarily disables defense for the round, but deals 75% bonus damage as magical damage with an attack, and adds 10% to your attack rating. Adds 10% AR per skill level beyond the first and +15% magical damage per skill level beyond the first. Disables 5% less defense per 3 skill levels.


      Whirlwind
      Requires: Level 30
      Mana: 10
      Effect:
      Deals a spinning attack at 3/4th damage as physical per target while lunging forward. Hits all foes in a 2.5 foot radius along a 10 ft long path. Deals an extra 1% damage as Magical per skill level beyond the first.


      Battle Coordination
      Requires: Level 30
      Mana: 5
      Effect:
      For the next 15 seconds you and all of your allies gain 10 AR. Duration improves by 2 seconds per skill level, AR improves by +2 per skill level.


      Intimidate
      Requires: Level 24
      Mana: 10
      Effect:
      You have a 25% chance to intimidate target monster. Doesn't work on Act Bosses. Chance to intimidate improves by 5% per 2 skill levels. Intimidated enemies suffer the following.

      Beat by:
      1-5%: Enemy is stationary for 1 round.
      6%-14%: Enemy flees in terror for 2 rounds.
      15% or more: Enemy falls prone in fear for 3 rounds.
      Last edited by Wade; July 23rd, 2018, 02:36 PM.

      Comment


        #4
        Wait, why is this in roleplaying?

        This should be in games, unless you're gonna host an RP with this.
        (Just waiting for another set)

        Comment


        • Wade
          Wade commented
          Editing a comment
          Once I get the White Mage and Black Mage spells fleshed out, I'll work on writing a campaign. It would be a two part campaign, first a level 20 campaign, with an appropriate boss depending on how many people want to play. Then a level 30 campaign with appropriate boss.

          You'll start with building level 5 characters.

          Before making a character, you'll need to think about the rules above, and I'll also have ot lay out the skills used, which I haven't done yet.

          There are some feats I've laid out above which allow for some pretty advanced AD&D style play, so if you know what you're doing you can look like an expert at this even on the first game.

          This will be a lot of work, because I need to design character sheets for the enemies. It's going to be a few days before I'm ready anyway.
          Last edited by Wade; June 23rd, 2018, 03:15 PM.

        #5
        Okay, I'm done with making the rules, now I need to make a story and some enemy archetypes. This will take a few days, I'll have to make notes, because a level 20 campaign takes a few days to play through.

        I already know how the final boss fight will work, I just need to make the character sheets for the monsters and the boss himself. Lets see how many people want to play though.

        If anybody wants to play, then study the rules above and figure out which type of character you'd like to play. Let me know in this thread that you want to play and what class you want to play.

        I still need to post the skills rules, which I forgot about, but that should be okay.

        I recommend anybody who has never played D&D before should pick either Fighter or Rogue to play. Mages can be difficult to learn. In any case, I recommend at least one person play fighter or rogue.

        If you have played D&D before, then you should probably pick a mage character, because they have some unique abilities to help during problematic fights.

        Multi-classing is allowed, but there are penalties if you are not human.

        If you are human, your first class does not count towards a penalty.

        If you are elf, your White Mage class does not count toward penalty.

        Some of the best multi-class characters have 1 level in Rogue or 1 level in Fighter to unlock additional feats without actually spending feat points.
        Last edited by Wade; June 23rd, 2018, 06:42 PM.

        Comment


        • Wade
          Wade commented
          Editing a comment
          Edit:
          Thsi information is obsolete:
          Last edited by Wade; July 3rd, 2018, 08:28 AM.

        #6
        ...Guys I actually really want to play this. Who else is up?
        (Just waiting for another set)

        Comment


          #7
          Originally posted by OrganizationXV View Post
          ...Guys I actually really want to play this. Who else is up?
          Okay, make a character. I'll help if you need help.

          Current classes are:
          Fighter
          Shadow Rogue
          Summoner
          White Mage
          Black Mage
          Blue Mage
          Paladin
          Geomancer
          Half-Esper
          Half-Dragon
          Sun Monk
          Shadow Warlock
          Dragoon

          We'll wait for two more players, or you guys can control two characters each. It's a 4+ character campaign.


          There won't be any more classes.
          Last edited by Wade; July 4th, 2018, 08:50 AM.

          Comment


            #8
            Originally posted by Wade View Post

            Okay, make a character. I'll help if you need help.

            Current classes are:
            Fighter
            Rogue
            Summoner
            White Mage
            Black Mage
            Arcane Archer

            We'll wait for two more players, or you guys can control two characters each. It's a 4+ character campaign.
            Let me get some sleep and I'll put some thought into my character(s).

            How are black and white mages separate? Is it kind of along Final Fantasy lines? I'm a 5th ed scrub so I dunno the older stuff.
            (Just waiting for another set)

            Comment


              #9
              Originally posted by OrganizationXV View Post

              Let me get some sleep and I'll put some thought into my character(s).

              How are black and white mages separate? Is it kind of along Final Fantasy lines? I'm a 5th ed scrub so I dunno the older stuff.
              White mage is more healing and defensive trickery, with a few offensive spell options.
              White Mage and Summoner primary attribute is Charisma.
              Charisma modifier is added to Spell DC

              Black mage is more offensive damage dealing with a few tricks.
              Black Mage Primary attribute is Intelligence.
              Intelligence modifier is added to the Spell DC.

              They have the same equipment options: They are limited to staffs, daggers, wands, rods, and robes, along with magical trinkets.
              If you multi-class with 1 level in fighter, you gain Fighter weapon proficiency and fighter shield and armor proficiency without spending a feat. You also gain the bonus fighter feat. It's up to you.


              I listed all of their spells in the rules above.
              Last edited by Wade; June 24th, 2018, 08:49 AM.

              Comment


                #10
                Experience Levels

                You gain experience based on the difference in your character level vs the enemies you slay.

                You gain Levels by gaining an amount of XP equal to 1000 times your current character level.

                For example: A level 5 character needs 5000 additional experience to promote to level 6, while a level 6 character needs a further 6000 experience to promote to level 7.

                Difficulty Rating

                Effortless
                No experience gained for killing this creature.

                Very Easy
                20 experience gained for killing this creature.

                Easy
                40 experience gained for killing this creature.

                Moderate
                100 experience gained for killing this creature

                Difficult
                120 experience gained

                Very Difficult
                140 experience gained

                Impossible
                200 experience gained.

                Comment


                • OrganizationXV
                  OrganizationXV commented
                  Editing a comment
                  So levelups are gonna be few and far between...

                • Wade
                  Wade commented
                  Editing a comment
                  This is the way it works in the Neverwinter Nights video games.

                  You also get bonus XP for other things, such as completing a Quest can be worth anywhere from a few hundred to a few thousand bonus XP.

                #11
                The reason I re-tooled Slow and Haste to be weaker is because Slow and Haste comboed at level 3 was too powerful in NWN2. It was like a free win. So I made the old slow and the old haste into Slow 2 and Haste 2 at high White Mage levels instead.

                Comment


                • OrganizationXV
                  OrganizationXV commented
                  Editing a comment
                  based on the fact that slow and haste is the winning combo in every Final Fantasy strategy I have late-game, I don't argue at all, lol.

                #12
                I've changed the entire system to be more like Diablo/Diablo 2, instead of D&D. I'm going to be a few more days fleshing out the abilities before we play. If you guy still want to do an RP with me. I'm working on this I assure you.

                If you haven't read this thread in a while, re-read the first few posts here. I am making major changes which are simpler overall.


                Note:
                The Shadow Rogue is a combination of Assassin and Arcane Archer. If you wanted to play a Rogue or Archer, this is the class for you.

                I'm still working on Summoner, and then I'll need to work on producing monster archetypes.

                The new game system goes from Level 1 to level 99, Like Diablo 2. You will start at level 1.

                XP gain is like D&D 4.0.

                Level 1 to 2 takes 1,000 XP
                Level 2 to 3 takes 2,000 XP
                Level 3 to 4 takes 3,000 XP
                ...
                Level 98 to 99 takes 98,000 XP
                Last edited by Wade; July 2nd, 2018, 03:02 PM.

                Comment


                  #13
                  Bump:
                  If you are interested in RP with this gaming system, let me know. If you haven't read this thread in a few days, things have changed a LOT from what I was originally doing.

                  Weapons Armor, and Shields are still a lot like D&D, but no penalties to movement speed incurred while wearing armor.
                  Last edited by Wade; July 13th, 2018, 11:17 AM.

                  Comment


                    #14
                    The Adventurer's Mart for basic to some advanced gear.

                    Weapons

                    Single Handed weapons can still have three enhancements, the basic "+x enhancement" counts toward this limit. Two-Handed weapons may have up to six total enhancements on them.

                    Broken Bottle (1d3) : 1GP
                    Type: One-Handed Slashing
                    Bottle + 1: 50GP

                    Dagger (1d4) : 5GP
                    Type: One-Handed Slashing
                    Dagger +1 : 100GP
                    Dagger +2 : 200GP
                    Dagger +3 : 500GP
                    Dagger +4 : 1,000GP


                    S. Sword (1d6) : 10GP
                    Type: One-Handed Slashing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Whip (1d4) : 10GP
                    Type: One-Handed Slashing
                    Range: Short to Medium
                    Special: Stuns enemy for 1d3 rounds if they fail to roll a 10 on 1d20.
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Long Sword (1d8) : 15GP
                    Type: One-Handed Slashing
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP


                    Great Sword (2d6) : 20GP
                    Type: Two-Handed Slashing
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3 : 5,000GP
                    +4 : 10,000GP
                    +5 : 20,000GP
                    +6 : Priceless


                    Great Axe (1d12) : 20GP
                    Type: Two-handed Chopping
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3 : 5,000GP
                    +4 : 10,000GP
                    +5 : 20,000GP
                    +6 : Priceless


                    Short Bow (1d4 + Missile): 10GP
                    Type: Two-Handed, Piercing
                    Range: 100 Yards
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Long Bow (1d6 + Missile): 20GP
                    Type: Two-Handed Piercing
                    Range: 150 yards
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP
                    +5 : 10,000GP
                    +6 : Priceless


                    Sling (1d3 + Missile): 5GP
                    Type: One handed, Piercing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Quarter Staff(1d6) : 5GP
                    Type: Two Handed, Crushing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : 5,000GP
                    +6 : Priceless


                    Wand 1d3 : 5GP (No Charges)
                    Type: One handed, Magical
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : Priceless


                    Halberd (1d10) : 10GP
                    Type: Two Handed Slashing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : 5,000GP
                    +6 : Priceless


                    Pike (1d10) : 10GP
                    Type: Two-Handed Piercing OR Two-Handed Crushing
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP
                    +5 : 5,000GP
                    +6 : Priceless


                    Weapons may also be enchanted with elemental damage, life draining, and deflection bonuses, and other special effects. These usually don't appear in the shops, but some vendors may possess such weapons.

                    Shield Prices:

                    Small Shield (+1 DR): 5GP
                    Req: 25 Strength
                    +1 : 100GP (Multiple Shield Modifiers don't stack)
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Medium Shield (+2 DR) : 15GP
                    Req: 30 Strength
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP


                    Tower Shield (+4 DR) : 20GP
                    Req: 40 Strength
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3: 5,000GP
                    +4 : 10,000GP


                    Armor Prices

                    Robes (0) 5GP
                    Requires: None.
                    +1 : 100GP (Multiple Armor modifiers don't stack)
                    +2 : 200GP
                    +3 : 500GP
                    +4 : 1,000GP


                    Leather Armor (4) 10GP
                    Requires: Strength 20.
                    +1 : 200GP
                    +2 : 500GP
                    +3 : 1,000GP
                    +4 : 2,000GP


                    Chain Mail (6) 15GP
                    Requires: Strength 30
                    +1 : 500GP
                    +2 : 1,000GP
                    +3 : 2,000GP
                    +4 : 5,000GP


                    Plate Mail (8) 20GP
                    Requires: Strength 35
                    +1 : 1,000GP
                    +2 : 2,000GP
                    +3: 5,000GP
                    +4 : 10,000GP


                    Boots (0) 5GP
                    Requires: Strength 25
                    +1 : 100GP (Multiple Dodge Modifiers don't stack)
                    +2 : 200GP
                    +3 : 500GP
                    +4 : 1,000GP


                    Rings

                    Protection
                    +1 : 100GP (+1AC, Multiple Protection Modifiers don't stack)
                    +2 : 200GP
                    +3 : 500GP
                    +4 : 1,000GP
                    +5 : Priceless

                    Resistance (Single Element) - Multiple element rings exist, and their value is priceless (Appears on all equipment types).
                    +5 : 200GP (Stacks)
                    +10 : 500GP
                    +15 : 1,000GP
                    +20 : 2,000GP
                    +25 : 5,000GP
                    +30 : 10,000GP
                    +35 : 20,000GP
                    +40 : 50,000GP


                    Resistance (Multi Element) (Appears on all equipment types).
                    +5 :1,000GP (Stacks)
                    +10 : 2,000GP
                    +15 : 5,000GP
                    +20 : 10,000GP


                    Single Attribute (Appears on All equipment types)
                    +5 : 200GP (Multiple Modifiers DO stack)
                    +10 : 500GP
                    +15 : 1,000GP
                    +20 : 2,000GP
                    +25 : 5,000GP
                    +30 : 10,000GP
                    +35 : 20,000GP
                    +40 : 50,000GP


                    All Attributes (Appears on All equipment types)
                    +5 : 5,000GP (Multiple modifiers DO stack)
                    +10 : 10,000GP
                    +15 : 20,000GP
                    +20 : 50,000GP



                    First limit on Elemental Resistance is 75%. There is a 2 for 1 diminishing returns on total resistances above 75%. Elements that may be resisted:

                    Two for one diminishing returns after 75%
                    Fire: 95%
                    Cold: 95%
                    Poison: 95%
                    Lightning: 95%

                    Two for one diminishing returns after 50%
                    Earth: 75%
                    Water: 75%
                    Holy: 75%
                    Wind: 75%
                    Shadow: 75%


                    Additional Weapon and Armor enhancements:

                    NOTE: You can only have 3 enhancements on a one-handed weapon or shield, and 6 enhancements on a two-handed weapon, AND the +X value counts as one of the enhancements.

                    Squire's: +25% damage or armor (Crafting Recipes exist)
                    Knight's: +50% damage or armor (Crafting Recipes exist)
                    Lord's: +75% damage or armor (Crafting Recipes exist)
                    King's: +100% damage or armor (Crafting Recipes exist)
                    Saintly: +125% damage or armor (Crafting Recipes exist)
                    Angelic: +150% damage or armor (Crafting Recipes do NOT exist)
                    Godly: +200% damage or armor (Crafting Recipes do NOT exist)

                    Example:
                    Saintly Long Sword +4 is the most powerful Long Sword you can craft, while Saintly Great Sword +6 is the most powerful Great Sword you can craft.

                    Example 2:
                    The armor progression modifies only the piece of armor that the buff appears on, not your total defense rating.

                    Imbue:

                    Squire - 200GP, 100XP
                    Knight - 500GP, 200XP
                    Lord - 1,000GP, 300XP
                    King - 2,000GP, 500XP
                    Saintly - 5,000GP, 800XP
                    Angelic - 10,000GP, 1,300XP
                    Godly - 20,000GP, 2,500XP


                    Formula is SUFFIX (+X) modifier applied first, like this.

                    Total Damage = (100% + Prefix) * (Base Damage + Suffix)

                    Total Defense Rating = (100% + Prefix) * (Base Armor + Suffix)

                    NOTE:
                    Angelic and Godly equipment is so rare that it usually found only in the possession of Angels and Celestial Planetars or other divinities. Normally, it would only be trusted in the hands of a mortal under the most extreme circumstances. A Chaotic character would never be trusted with this equipment, nor A Warlock would never be trusted with this item, regardless of his alignment.


                    Elemental weapon Enhancements:

                    +1d6 Single element (Crafting Recipes exist) 100GP and 100XP to Imbue
                    +2d6 Single element (Crafting Recipes exist) 1000GP and 200XP to Imbue
                    +3d6 Single element (Crafting Recipes do NOT exist) Priceless

                    You can have two elements on a two handed weapon, but not a one-handed weapon. You can't have more than +3d6 on the same weapon, and player characters can't imbue more than +2d6 on a weapon. However, 1 extremely rare +3d6 weapon MAY be found per campaign. You can't have more than two elements imbued on the same weapon.

                    Elements which may be imbued on a weapon:

                    Fire +2d6 : (Destroys Earth elemental instantly on hit)
                    Cold +2d6 : (Slows Victim for 3 rounds)
                    Lightning +2d6 : (Pierces Lightning Resistance 25%)
                    Poison +2d6 : (Deals damage again each round for 3 rounds)

                    Shadow +2d6 : (Blinds target for 3 rounds DC 10+ on D20)
                    Wind +2d6 : (Destroys Water Elemental instantly on hit)
                    Water +2d6 : (Destroys Fire Elementals instantly on hit)
                    Holy +2d6 : (Deals double damage against Undead)
                    Earth +2d6 : Destroys Wind Elemental instantly on hit)


                    Keen - 100GP and 100XP to Imbue.
                    Adds 1 point to the Critical Threat range of the weapon.


                    Slaying - 100GP and 100XP to Imbue
                    Adds 1d6 physical to the damage.


                    Quickness - 200GP and 100XP to Imbue
                    Adds an extra half attack with the weapon.


                    Vampirism
                    +2 Life steal - 100GP and 100XP to Imbue
                    +5 life steal - 1,000GP and 1,000XP to Imbue



                    The most powerful Long Sword a player can create is Saintly Holy Long Sword +4

                    Type: Long Sword
                    Damage: 1d8
                    Metal: Adamantine
                    Critical: 20
                    Enhancements:
                    Hits and damages as +4 weapon
                    +125% damage
                    +2d6 Holy Damage


                    Damage Reduction

                    Note: Only appears on Shield, Armor, and Helmets and the most Damage Reduction you can ever have is -15 total.

                    -1 : 200GP / 100XP
                    -2 : 500GP / 200XP
                    -3 : 1,000GP / 500XP
                    -4 : 2,000GP / 1,000XP
                    -5 : 5,000GP / 2,000XP
                    Last edited by Wade; July 13th, 2018, 11:13 AM.

                    Comment


                      #15
                      Leveling up:

                      You now gain 5 Attribute points and 1 Skill point each time you level up.

                      You start the game with 1 skill point to invest, and 1000GP to spend on equipment at the shop.

                      Each character class has at least two skill paths, so there is variety in how you make your character.
                      Last edited by Wade; July 3rd, 2018, 08:23 AM.

                      Comment


                        #16
                        If you liked the basic Rogue concept, you could play Shadow Rogue and stick to melee skills.

                        If you liked the "arcane Archer" concept, then play Shadow Rogue and put skills in the missile attack skills.

                        Either way, you'll like Hide in Shadows and Hide in Plain Sight.

                        Comment


                          #17
                          Potions

                          There are various types of Potions in the game with various effects and costs.

                          Drinking a potion in melee combat requires 6 full seconds, and incurs attacks of opportunity from all adjacent enemies.

                          Minor Healing
                          Cost: 100GP
                          Effect: 30 HP

                          Light Healing
                          Cost: 200GP
                          Effect: 50HP

                          Healing
                          Cost: 300GP
                          Effect: 70HP

                          Greater Healing
                          Cost: 400GP
                          Effect: 80HP

                          Super Healing
                          Cost: 600GP
                          Effect: 100HP


                          Minor Mana
                          Cost: 100GP
                          Effect: 30MP

                          Light Mana
                          Cost: 200GP
                          Effect: 50MP

                          Mana
                          Cost: 300GP
                          Effect: 70MP

                          Greater Mana
                          Cost: 400GP
                          Effect: 80MP

                          Super Mana
                          Cost: 600GP
                          Effect: 100MP


                          Rejuvenation
                          Cost: 500GP
                          Effect:
                          Restores 1/3rd of your HP and MP.

                          Full Rejuvenation
                          Cost: 2000GP
                          Effect:
                          Restores 100% of both HP and MP.


                          Potion of Protection
                          Cost: 500GP
                          Effect:
                          Applies 1/3rd damage reduction for the next 60 seconds.

                          Potion of Barrier
                          Cost: 500GP
                          Effect:
                          Applies 1/3rd magical/elemental damage reduction for the next 60 seconds.


                          Potion of Stamina
                          Cost: 100GP
                          Effect:
                          Running doesn't drain your stamina for the next 60 seconds.

                          Potion of Thawing
                          Cost: 200GP
                          Effect:
                          You cannot be frozen or slowed by cold damage for the next 60 seconds.

                          Potion of Antidote
                          Cost: 100GP
                          Effect:
                          Removes Poison status.

                          Potion of Haste
                          Cost: 500GP
                          Effect:
                          You move 33% faster and have a 33% bonus to Attack Rating and Defense Rating, and an extra 1/2 attack for the next 60 seconds.

                          Attribute X Elixer
                          Cost: Priceless
                          Effect:
                          Permanently boosts one attribute by 1 point.
                          Last edited by Wade; July 3rd, 2018, 03:12 PM.

                          Comment


                            #18
                            Fighters and Paladins cannot use Wands or Rods, but all other character classes can use Wands.

                            Wands have several magical attacks:

                            Basic:
                            Gives 1d3 ranged magical attack, unlimited use. This does Holy damage by default. This improves by +1 to + 5 based on the level of enhancement.

                            Magic Missile:
                            Gives 5*1d4+1 magical missile attack, once per day. This is non-elemental magical damage.

                            Spell Charge:
                            Once per day or 10 total uses of the Primary ability, depending on the Wand.

                            There are wands with White Mage, Blue Mage, Black Mage, and Geomancer abilities stored in them. However, White Mage and Blue mage player characters cannot make Wands.
                            Last edited by Wade; July 3rd, 2018, 03:14 PM.

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                              #19
                              Dual Class:

                              You are still allowed to Dual Class, but when you level up you use the bonus from the new class. In order to unlock new skills with the new class, you must have the required number of levels in that Class. Dual Classing as Fighter or Rogue is still the most beneficial due to their first level skills.

                              Whenever you level up, you choose which class you want to advance as.

                              There is no longer a penalty for multiclassing, and races are now just for story telling. There is no benefit in being an Elf other than story telling effects and favored enemy effects, for example.

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                                #20
                                Identifying Items

                                The Rogue needs 12 hours to identify a potion; He needs 24 hours to identify a scroll, or 48 hours to identify a wand. In addition, there is a chance of a critical failure, which could cause the magical item to explode (roll a D20. Potion and scrolls critical fail on a 1, Wands critical fail on a 1 or 2.)

                                Mages need 6 hours to identify a potion: They need 12 hours to identify a scroll, and 24 hours to identify a wand. There is no chance of critical failure, but a 1 or 2 is still an automatic failure.

                                Roll a d20. You must beat a 5 for potions, a 10 for Scrolls, and a 15 for Wands. Each failed attempt reduces the future difficulty by 1 point.
                                Last edited by Wade; July 3rd, 2018, 12:26 PM.

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