Post by Sauron on Jan 8, 2014 13:26:59 GMT -6
Combat System
On Into the West, our combat system is somewhat inspired by Fire Emblem in that there is a rather simple stat block. It allows for some form of statistic freeform in that, while damage is calculated by the stats, it is up to the player whether or not they are damaged. That being said, please be reasonable. Keep dodging forever and the staff may step in and give your character a good, hard, whack.
So without further ado, here are the stats.
The max cap for each stat is as follows,
While dodging and such is left up to player discretion, how much damage is dealt is predetermined by these stats. To break them down individually and explain them,
LVL - Your character level. It goes up when EXP hits 100. Starts at 1.
EXP - How much EXP you have towards a level. 50/100 means you're halfway to the next level. You get EXP for finishing quests and dungeons.
HP - Hit points, self explanatory. If they reach 0, the character is knocked out save in extreme circumstances.
SP - Skill points, think MP.
STR - A character's physical strength and the base stat used in determining their physical attack.
SPT - Spirit. A sort of "magic" stat that's used for abilities that would invoke the supernatural.
DEF - Physical defense. Acts as armor and reduces physical damage.
RES - Spirit Resistance. Reduces damage from spirit based attacks.
WPR - Willpower. A character's willpower and may appear for certain checks. For a Middle-Earth setting? This may be the most important stat of them all. Do not, under any circumstances, ignore Willpower.
The formulas when calculating damage is rather simple. For physical damage, simply refer to the following.
For spiritual damage, it's similar.
Other modifiers can be added in such as Elfstones and Runes. But forget those for now! Let's talk about elemental weaknesses!
Turns out there really isn't much to it. Some enemies as noted in the bestiary have certain elemental weaknesses. Long story short, if your attack hits that weakness double the damage. So if you did 5 damage without the element, then with it, you make it 10.
When you initially make a character, you have 50 stat points to allot to your stats as you please. From there, you get 3 stat points on every level up. You have a level cap of 50 and you start at level 1. Don't worry about leveling, the staff will handle it.
I believe that is everything. If something else must be clarified, please do ask and I shall add it here. Now we are on to weapons!
So without further ado, here are the stats.
LVL | EXP | HP | SP | STR | SPT | DEF | RES | WPR |
00 | 000/100 | 00/00 | 00/00 | 00 | 00 | 00 | 00 | 00 |
The max cap for each stat is as follows,
LVL | EXP | HP | SP | STR | SPT | DEF | RES | WPR |
50 | 0/0 | 50/50 | 50/50 | 30 | 30 | 30 | 30 | 30 |
While dodging and such is left up to player discretion, how much damage is dealt is predetermined by these stats. To break them down individually and explain them,
LVL - Your character level. It goes up when EXP hits 100. Starts at 1.
EXP - How much EXP you have towards a level. 50/100 means you're halfway to the next level. You get EXP for finishing quests and dungeons.
HP - Hit points, self explanatory. If they reach 0, the character is knocked out save in extreme circumstances.
SP - Skill points, think MP.
STR - A character's physical strength and the base stat used in determining their physical attack.
SPT - Spirit. A sort of "magic" stat that's used for abilities that would invoke the supernatural.
DEF - Physical defense. Acts as armor and reduces physical damage.
RES - Spirit Resistance. Reduces damage from spirit based attacks.
WPR - Willpower. A character's willpower and may appear for certain checks. For a Middle-Earth setting? This may be the most important stat of them all. Do not, under any circumstances, ignore Willpower.
The formulas when calculating damage is rather simple. For physical damage, simply refer to the following.
ATTACKER'S STR + THE MIGHT (MT) OF THE ATTACKER'S WEAPON - THE TARGETS DEF = DAMAGE DEALT TO HP
For spiritual damage, it's similar.
ATTACKER'S SPT + THE MIGHT (MT) OF THE ATTACKER'S SPT ABILITY - THE TARGETS RES = DAMAGE DEALT TO HP
Other modifiers can be added in such as Elfstones and Runes. But forget those for now! Let's talk about elemental weaknesses!
Turns out there really isn't much to it. Some enemies as noted in the bestiary have certain elemental weaknesses. Long story short, if your attack hits that weakness double the damage. So if you did 5 damage without the element, then with it, you make it 10.
When you initially make a character, you have 50 stat points to allot to your stats as you please. From there, you get 3 stat points on every level up. You have a level cap of 50 and you start at level 1. Don't worry about leveling, the staff will handle it.
I believe that is everything. If something else must be clarified, please do ask and I shall add it here. Now we are on to weapons!
PHARAOH LEAP.