Post by PyrasTerran on Feb 10, 2012 1:33:25 GMT -5
It's time to learn how the Campaign stats will work in the Campaign mode, and will be the staple for how it will work in the Versus mode.
For those of you who have played Dungeons & Dragons or similar games, some of this will be familiar to you. As always, in the Open Rp world map you can play however you wish.
Table of Contents
The flow of gameplay: Noncombat
The flow of gameplay: Combat
Using Spells/Powers
Breaking down the stats
Breaking down the skills
The flow of gameplay: Noncombat
This game is played in narrative format with a game master (GM) whose responsibility is to both entertain and challenge the players as balanced as possible. Whenever players arrive in a new location or something of notice occurs, the GM will describe it in posts. Whenever the players interact with the world other than their own characters, the GM, with the help of rolls, helps define the effects of the player's interaction.
So when a hero walks into town, the GM will describe what the hero sees. If the hero wants to search around, the GM thus describes what he finds.
At certain moments, the GM will cue the party with [RP time] written at the bottom of the post, which means that the players have time to RP their characters with each other. Good RPing can lead to bonus experience points.
There are many ways to accrue bonus experience points. Feel free to find out how.
At any time, you are free to converse with each other out of character, so long as you put it in brackets and possibly with an "OOC" tag.
If you have anymore questions, feel free to ask me.
The flow of Gameplay: Combat
Once combat begins, the GM will sound it off, and a strict movement of turns will take place, depending on the Dexterity modifier of each character in combat, rolled with a 20-sided dice (the GM will take care of this for you). The GM will then put down the turn order, and players will go in that order (the turn order list also shows essentially who are targets).
The player can ask via PM or a chat program or OOC to the GM any question they may have, and the GM will answer to the best of their ability without giving away too much. One common thing you can ask is how far away a target is from you (usually all targets will, by default, be within a 30 foot range from you, unless the GM states otherwise) A player can then perform three actions in that turn (the actions are moving, defending, attacking, and skill check). They can thus do any of these combinations on their turn:
1
-Perform one skill check
-Move in any direction in an average of 30 feet, including jumping
-Use an attack of any kind(given they can)
2
-Perform one skill check
-Move in any direction in an average of 30 feet, including jumping
-Defend, adding a bonus to their Defense score
3
-Perform one skill check
-Use an attack of any kind(given they can)
-Use a regular, non-power attack
4
-Perform one skill check
-Move in any direction in an average of 60 feet, including jumping and climbing
5
-Perform one skill check
-Perform a heavy defense, adding a bigger bonus to your Defense score.
6
-Perform two skill checks
-Move in any direction in an average of 30 feet, including jumping
7
-Perform three skill checks
8
-Move in any direction in an average of 60 feet, and gain a bonus to all movement-based maneuvers, such as jumping, climbing, tumbling, sneaking, etc.
9
-Use an attack of any kind(given they can)
-Use 2 regular, non-power attacks
10
-Perform a perfect defense, gaining an incredible bonus to your Defense score.
MISCELLANEOUS ACTIONS
There are various actions that count as one of the 3 actions on your turn, such as drawing or switching weapons, performing some specific task like picking up an object or tossing it, getting on a horse, etc. If you have a question about whether something you want to do in combat will count as one of your 3 actions, feel free to ask the GM.
Except for movement and defense, everything else you perform in combat usually has a roll with a 20-sided dice. Your character can also speak during your turn at no penalty(context sensitive).
If someone attacks you, you roll a Defense score roll, or Fortitude, Reflexes, or Willpower, depending on the kind of attack thrown at you.
If you have anymore questions, feel free to ask me.
Using Spells/Powers
Whenever you use a spell/power that is not chi-based, it is the appropriate attack score vs. an opponent's Fortitude, Reflexes or Willpower, depending on the nature of the spell or power (ask the GM if you're unsure).
If the power is chi-based, it is against the Defense score.
After you perform the power, roll a sided dice dependent on how many common spells/powers you have (for example, if you have 5 common spells/powers, roll a [ dice=5 ]). The number you get is how many turns you must wait until you can perform the spell/power again in the same combat encounter.
NOTE: FOR MAGIC AND PSYCHIC CHARACTERS WITH NO PHYSICAL COMBAT PROWESS: Even as you wait for your spells/powers to recharge, on your own you can still manifest a force missile as a weapon using your magic/psychic attack score. While a single hit only has a chance of stunning, two consecutive hits can bring an opponent to the ground, and three consecutive hits can push an opponent back, forcing them to have to move twice to get to you.
If you have a magical or psychic focus (such as a crystal, wand, or talisman), you can deal damage with your force missile. Magical/psychic focuses are also beneficial for increasing your magic/psychic attack score. NOTE: There are focuses for chi, as well.
If you have anymore questions, feel free to ask me.
Breaking down the Stats
It's important to know what each of your stats entail in game, and here is where it will be described in greater detail.
NOTE: THERE IS A SEPARATE THREAD THAT EXPLAINS THE ABILITY SCORES.
Hit Points
Based on your Consitution score and your armor, this is how many times you can take a hit before being knocked unconscious. If you are knocked unconscious with a lethal weapon or if you are already bleeding, then you are considered dying and must be stabilized by a friend within your next two turns, or else you will die.
Attack Score
Characters always have two attack scores, Close (dependant on Strength, or Dexterity if you have Weapon Finesse), and Range (always dependant on Dexterity), depending on the kind of weapon you use to attack.
Characters may also get other attack scores that are used whenever they fight with a power source, such as Magic, Psychic, or Chi.
Defense Score
Based on your armor and Dexterity, you roll this score to oppose enemies trying to attack you.
Fortitude
Powered by your Constitution, roll this whenever someone uses spells/powers that attack your physical body's form, such as death spells, cold attacks, poison mists and bone-crushing assaults. You may also roll this in context situations where your fortitude is compromised.
Reflexes
Powered by your Dexterity, roll this whenever someone uses spells/powers that you have a chance of avoiding, such as fireballs, lightning bolts, thrown objects, etc. You may also roll this in context situations where you may need to evade something, such as a falling tree, or a triggered trap.
Willpower
Powered by your Wisdom, roll this whenever someone uses spells/powers that attack your mind, be it fear effects, hypnosis, etc. You may also roll this in context situations where you risk suffering from mental trauma.
NOTE: Fortitude, Reflexes and Willpower also receive bonuses based on the class of your character
Wealth Score
In lieu of dealing with a monetary coin system used in most RPGs, this game uses a variation of the Wealth system derived in the Modern d20 game rules.
This number determines how wealthy a character you are.
Based on a score of 1-10, whenever you want to purchase something, that item will have a number of its own.
If your wealth score exceeds or is equal to that number, you can purchase it, no problem.
If the number of the item is greater than your wealth score, then you must make a roll of a d4 to purchase it. If your roll, combined with your wealth score, exceeds the item's number, you can purchase it. However, you had to dig deep in your wallet to purchase it and became a little poorer as a result; your wealth score will drop by one number.
When purchasing multiple items: All items will be factored into a single wealth score. Here is the formula:
1: take the most expensive item on your list. This will be the base number for the total cost score.
2: start adding the remaining cost scores together, from the next most expensive item down. Then enough items' cost scores become equal to or greater than the base cost score of the original item, the total cost score will increase by one.
Example: Warrior Fu wants to purchase 3 items that are a cost score of 6, 4 and 1. He has a wealth score of 6. So the most expensive item, at 6, is his base cost score for the set. At this point, he can afford it. Then we add 4 and 1 together, the scores of the cheaper items, which make up 5, which is lower than 6. That means the base cost score will not increase, and Fu can afford all 3 items.
Alternatively, if the costs of the last two items were 4 and 3, totaling as 7, that is larger than the base cost score and increases the total cost score by one, to 7. So if Fu wants to purchase this set of items, he will have to roll a d4 and lose a wealth score point in the process.
You can increase your wealth score by collecting treasure and/or money in whatever means.
WEALTH SCORE EQUIVALENTS:
1 = Hermits
2 = Monks
3 = Peasants
4 = Artists
5 = Tradesmen
6 = Military
7 = Businessmen
8 = Noble class
9 = Lords
10 = Nationwide Rulers (kings, emperors, etc.)
NOTE: Since your Wealth Score is given to you based on your story, it does not have to strictly take this chart to heart. For example, you could be an extremely wealthy thief king, and have a Wealth Score of 8 or 9, meaning you are as wealthy as the average noble or lord.
Breaking down the Skills
In the non-combat aspect of gameplay, the Skills list takes center stage. If for some reason you are having difficulty performing a task (anything from climbing a gate to trying to convince a guard to let you pass to scoping out a hidden enemy), you may perform a Skill check of the related Skill by using the dice button in the post reply page, at a value of 20, and add your Skill's number to it.
Whenever you perform a skill check, you must end your post there, and wait for the GM's response to your result.
Example: If you want to convince a guard that you are a distant relative of the noble of the house you are trying to invade, you would want to roll a Bluff check. If your skill's value is 5, then with the dice button (or by adding dice=20 in brackets), RP your character's attempt, then perform the roll right beneath it as so:
Jing placed his hand inoffensively on the guard's shoulder.
"Listen, I can understand if you don't know me.. I'm Lord Kojo's cousin, and I've been gone on business in Rhasmapatra."
Bluff check: [dice=20] + 5
UNLESS THE GM STATES SPECIFICALLY THAT THE SITUATION IS A CHALLENGING ONE (usually by simply adding in brackets [advanced challenge], a result of 15 or higher is a general success. Now, I rolled a 20, and 20 or higher is an extremely successful attempt. The GM will then narrate in his post, that not only will the guard believe you, but he will apologize, and even tell you which room your "cousin" is in. This is the difference between rolling a 15+ and a 20+ in these simple situations.
IF THE SITUATION IS A CHALLENGING ONE, that means the GM has a secret designated number (such as 22 for example, indicating that it is a difficult feat to attempt) for the challenge that the players must be able to overcome to succeed. The players must choose their skills carefully and try and overcome the odds of the random roll of the dice. So, in a situation such as the one below, where the GM has stated that it's a challenging situation and has designated the number to be 22 (which he does not tell the players) :
Jing frowns in disgust at the thick swampwater in front of him. It looks like the edge of the otherside is far, but perhaps not too far to jump. Jing moves back and with a running start, leaps as far as he can.
Athletics check: [dice=20] + 5
With a result of 10, not only did I not succeed the challenging situation, I didn't even hit 15. The GM would then decide, based on context, how the failure will go about. In this case, Jing slips on some swamp slime as he's running and falls right into the water.
IF YOU PERFORM A SKILL AGAINST A PLAYER'S CHARACTER, for example, if you want to blatantly lie to the player's character, in any situation like this you must roll opposed Skill checks. In this case, it's Bluff vs. Insight. So Jing wants to try to lie to Monk Song. The player for Jing makes his Skill check, then waits for the player to post an opposing skill check, and a subsequent reaction.
Player 1:
Jing looks around innocently, shrugging.
"Huh? Wha? I didn't do anything.. someone's throwing stuff, idunno."
Bluff check: [dice=20] + 5
Player 2:
Insight check: [dice=20] + 5
Monk Song scowls. "You cannot fool me, Jing, the guilt is written all over your face!"
CONTEXT MODIFIERS: Certain conditions may alter the numbers of a roll. For example, if you wanted to jump while carrying someone, the score would be rolled at a significant penalty, assigned by the GM.
For the first two temples of the Campaign, the GM will be liberally giving out cues to what skills to use when. But after that, it will be up to the players to decide which Skills to use when and where.
If you have anymore questions, feel free to ask me.
[rand=72127553056849546917607886042814988412590051469315535939277177324]
For those of you who have played Dungeons & Dragons or similar games, some of this will be familiar to you. As always, in the Open Rp world map you can play however you wish.
Table of Contents
The flow of gameplay: Noncombat
The flow of gameplay: Combat
Using Spells/Powers
Breaking down the stats
Breaking down the skills
The flow of gameplay: Noncombat
This game is played in narrative format with a game master (GM) whose responsibility is to both entertain and challenge the players as balanced as possible. Whenever players arrive in a new location or something of notice occurs, the GM will describe it in posts. Whenever the players interact with the world other than their own characters, the GM, with the help of rolls, helps define the effects of the player's interaction.
So when a hero walks into town, the GM will describe what the hero sees. If the hero wants to search around, the GM thus describes what he finds.
At certain moments, the GM will cue the party with [RP time] written at the bottom of the post, which means that the players have time to RP their characters with each other. Good RPing can lead to bonus experience points.
There are many ways to accrue bonus experience points. Feel free to find out how.
At any time, you are free to converse with each other out of character, so long as you put it in brackets and possibly with an "OOC" tag.
If you have anymore questions, feel free to ask me.
The flow of Gameplay: Combat
Once combat begins, the GM will sound it off, and a strict movement of turns will take place, depending on the Dexterity modifier of each character in combat, rolled with a 20-sided dice (the GM will take care of this for you). The GM will then put down the turn order, and players will go in that order (the turn order list also shows essentially who are targets).
The player can ask via PM or a chat program or OOC to the GM any question they may have, and the GM will answer to the best of their ability without giving away too much. One common thing you can ask is how far away a target is from you (usually all targets will, by default, be within a 30 foot range from you, unless the GM states otherwise) A player can then perform three actions in that turn (the actions are moving, defending, attacking, and skill check). They can thus do any of these combinations on their turn:
1
-Perform one skill check
-Move in any direction in an average of 30 feet, including jumping
-Use an attack of any kind(given they can)
2
-Perform one skill check
-Move in any direction in an average of 30 feet, including jumping
-Defend, adding a bonus to their Defense score
3
-Perform one skill check
-Use an attack of any kind(given they can)
-Use a regular, non-power attack
4
-Perform one skill check
-Move in any direction in an average of 60 feet, including jumping and climbing
5
-Perform one skill check
-Perform a heavy defense, adding a bigger bonus to your Defense score.
6
-Perform two skill checks
-Move in any direction in an average of 30 feet, including jumping
7
-Perform three skill checks
8
-Move in any direction in an average of 60 feet, and gain a bonus to all movement-based maneuvers, such as jumping, climbing, tumbling, sneaking, etc.
9
-Use an attack of any kind(given they can)
-Use 2 regular, non-power attacks
10
-Perform a perfect defense, gaining an incredible bonus to your Defense score.
MISCELLANEOUS ACTIONS
There are various actions that count as one of the 3 actions on your turn, such as drawing or switching weapons, performing some specific task like picking up an object or tossing it, getting on a horse, etc. If you have a question about whether something you want to do in combat will count as one of your 3 actions, feel free to ask the GM.
Except for movement and defense, everything else you perform in combat usually has a roll with a 20-sided dice. Your character can also speak during your turn at no penalty(context sensitive).
If someone attacks you, you roll a Defense score roll, or Fortitude, Reflexes, or Willpower, depending on the kind of attack thrown at you.
If you have anymore questions, feel free to ask me.
Using Spells/Powers
Whenever you use a spell/power that is not chi-based, it is the appropriate attack score vs. an opponent's Fortitude, Reflexes or Willpower, depending on the nature of the spell or power (ask the GM if you're unsure).
If the power is chi-based, it is against the Defense score.
After you perform the power, roll a sided dice dependent on how many common spells/powers you have (for example, if you have 5 common spells/powers, roll a [ dice=5 ]). The number you get is how many turns you must wait until you can perform the spell/power again in the same combat encounter.
NOTE: FOR MAGIC AND PSYCHIC CHARACTERS WITH NO PHYSICAL COMBAT PROWESS: Even as you wait for your spells/powers to recharge, on your own you can still manifest a force missile as a weapon using your magic/psychic attack score. While a single hit only has a chance of stunning, two consecutive hits can bring an opponent to the ground, and three consecutive hits can push an opponent back, forcing them to have to move twice to get to you.
If you have a magical or psychic focus (such as a crystal, wand, or talisman), you can deal damage with your force missile. Magical/psychic focuses are also beneficial for increasing your magic/psychic attack score. NOTE: There are focuses for chi, as well.
If you have anymore questions, feel free to ask me.
Breaking down the Stats
It's important to know what each of your stats entail in game, and here is where it will be described in greater detail.
NOTE: THERE IS A SEPARATE THREAD THAT EXPLAINS THE ABILITY SCORES.
Hit Points
Based on your Consitution score and your armor, this is how many times you can take a hit before being knocked unconscious. If you are knocked unconscious with a lethal weapon or if you are already bleeding, then you are considered dying and must be stabilized by a friend within your next two turns, or else you will die.
Attack Score
Characters always have two attack scores, Close (dependant on Strength, or Dexterity if you have Weapon Finesse), and Range (always dependant on Dexterity), depending on the kind of weapon you use to attack.
Characters may also get other attack scores that are used whenever they fight with a power source, such as Magic, Psychic, or Chi.
Defense Score
Based on your armor and Dexterity, you roll this score to oppose enemies trying to attack you.
Fortitude
Powered by your Constitution, roll this whenever someone uses spells/powers that attack your physical body's form, such as death spells, cold attacks, poison mists and bone-crushing assaults. You may also roll this in context situations where your fortitude is compromised.
Reflexes
Powered by your Dexterity, roll this whenever someone uses spells/powers that you have a chance of avoiding, such as fireballs, lightning bolts, thrown objects, etc. You may also roll this in context situations where you may need to evade something, such as a falling tree, or a triggered trap.
Willpower
Powered by your Wisdom, roll this whenever someone uses spells/powers that attack your mind, be it fear effects, hypnosis, etc. You may also roll this in context situations where you risk suffering from mental trauma.
NOTE: Fortitude, Reflexes and Willpower also receive bonuses based on the class of your character
Wealth Score
In lieu of dealing with a monetary coin system used in most RPGs, this game uses a variation of the Wealth system derived in the Modern d20 game rules.
This number determines how wealthy a character you are.
Based on a score of 1-10, whenever you want to purchase something, that item will have a number of its own.
If your wealth score exceeds or is equal to that number, you can purchase it, no problem.
If the number of the item is greater than your wealth score, then you must make a roll of a d4 to purchase it. If your roll, combined with your wealth score, exceeds the item's number, you can purchase it. However, you had to dig deep in your wallet to purchase it and became a little poorer as a result; your wealth score will drop by one number.
When purchasing multiple items: All items will be factored into a single wealth score. Here is the formula:
1: take the most expensive item on your list. This will be the base number for the total cost score.
2: start adding the remaining cost scores together, from the next most expensive item down. Then enough items' cost scores become equal to or greater than the base cost score of the original item, the total cost score will increase by one.
Example: Warrior Fu wants to purchase 3 items that are a cost score of 6, 4 and 1. He has a wealth score of 6. So the most expensive item, at 6, is his base cost score for the set. At this point, he can afford it. Then we add 4 and 1 together, the scores of the cheaper items, which make up 5, which is lower than 6. That means the base cost score will not increase, and Fu can afford all 3 items.
Alternatively, if the costs of the last two items were 4 and 3, totaling as 7, that is larger than the base cost score and increases the total cost score by one, to 7. So if Fu wants to purchase this set of items, he will have to roll a d4 and lose a wealth score point in the process.
You can increase your wealth score by collecting treasure and/or money in whatever means.
WEALTH SCORE EQUIVALENTS:
1 = Hermits
2 = Monks
3 = Peasants
4 = Artists
5 = Tradesmen
6 = Military
7 = Businessmen
8 = Noble class
9 = Lords
10 = Nationwide Rulers (kings, emperors, etc.)
NOTE: Since your Wealth Score is given to you based on your story, it does not have to strictly take this chart to heart. For example, you could be an extremely wealthy thief king, and have a Wealth Score of 8 or 9, meaning you are as wealthy as the average noble or lord.
Breaking down the Skills
In the non-combat aspect of gameplay, the Skills list takes center stage. If for some reason you are having difficulty performing a task (anything from climbing a gate to trying to convince a guard to let you pass to scoping out a hidden enemy), you may perform a Skill check of the related Skill by using the dice button in the post reply page, at a value of 20, and add your Skill's number to it.
Whenever you perform a skill check, you must end your post there, and wait for the GM's response to your result.
Example: If you want to convince a guard that you are a distant relative of the noble of the house you are trying to invade, you would want to roll a Bluff check. If your skill's value is 5, then with the dice button (or by adding dice=20 in brackets), RP your character's attempt, then perform the roll right beneath it as so:
Jing placed his hand inoffensively on the guard's shoulder.
"Listen, I can understand if you don't know me.. I'm Lord Kojo's cousin, and I've been gone on business in Rhasmapatra."
Bluff check: [dice=20] + 5
UNLESS THE GM STATES SPECIFICALLY THAT THE SITUATION IS A CHALLENGING ONE (usually by simply adding in brackets [advanced challenge], a result of 15 or higher is a general success. Now, I rolled a 20, and 20 or higher is an extremely successful attempt. The GM will then narrate in his post, that not only will the guard believe you, but he will apologize, and even tell you which room your "cousin" is in. This is the difference between rolling a 15+ and a 20+ in these simple situations.
IF THE SITUATION IS A CHALLENGING ONE, that means the GM has a secret designated number (such as 22 for example, indicating that it is a difficult feat to attempt) for the challenge that the players must be able to overcome to succeed. The players must choose their skills carefully and try and overcome the odds of the random roll of the dice. So, in a situation such as the one below, where the GM has stated that it's a challenging situation and has designated the number to be 22 (which he does not tell the players) :
Jing frowns in disgust at the thick swampwater in front of him. It looks like the edge of the otherside is far, but perhaps not too far to jump. Jing moves back and with a running start, leaps as far as he can.
Athletics check: [dice=20] + 5
With a result of 10, not only did I not succeed the challenging situation, I didn't even hit 15. The GM would then decide, based on context, how the failure will go about. In this case, Jing slips on some swamp slime as he's running and falls right into the water.
IF YOU PERFORM A SKILL AGAINST A PLAYER'S CHARACTER, for example, if you want to blatantly lie to the player's character, in any situation like this you must roll opposed Skill checks. In this case, it's Bluff vs. Insight. So Jing wants to try to lie to Monk Song. The player for Jing makes his Skill check, then waits for the player to post an opposing skill check, and a subsequent reaction.
Player 1:
Jing looks around innocently, shrugging.
"Huh? Wha? I didn't do anything.. someone's throwing stuff, idunno."
Bluff check: [dice=20] + 5
Player 2:
Insight check: [dice=20] + 5
Monk Song scowls. "You cannot fool me, Jing, the guilt is written all over your face!"
CONTEXT MODIFIERS: Certain conditions may alter the numbers of a roll. For example, if you wanted to jump while carrying someone, the score would be rolled at a significant penalty, assigned by the GM.
For the first two temples of the Campaign, the GM will be liberally giving out cues to what skills to use when. But after that, it will be up to the players to decide which Skills to use when and where.
If you have anymore questions, feel free to ask me.
[rand=72127553056849546917607886042814988412590051469315535939277177324]