This is a completely separate game from the other one. This one is even MORE simple; fewer things to pay attention to and such.
Attributes
There are two attributes: Body and Mind. These are determined by class and race.
Races
Each race has a base body or mind score.
Race Human Elf Dwarf Faerie Minotaur | Body 10 8 12 5 15 | Mind 10 12 8 15 5 |
Classes
Each class adds to at least one of the attributes and grants a skill that can be used once per turn in place of an attack. It also determines HP.
Class Fighter Mage Knight Spellsword Rogue | Body +6 +0 +4 +2 +3 | Mind +0 +6 +2 +4 +3 | HP 25 15 35 30 20 | Skill Double Strike (Attack Twice) Fire (Ranged, deals 10 damage) Heal (Restore 15 HP to an ally) Hold (Target misses next turn) Steal (Steals an item or gold if available), Backstab (+1 damage per level if behind the target) |
Money and Equipment
Each class starts with a set amount of money. Fighters and Spellswords get 100 Gold, Mages get 40 Gold, Rogues get 80 Gold, and Knights get 150 Gold.
Weapon Dagger Greatsword Longsword Short Sword Spear (Reach) Bow (Ranged) Shields Small Shield Medium Shield Large Shield Armor Robe Padded Armor Leather Armor Studded Leather Chainmail Shirt Chainmail Armor Breastplate Plate Mail Food Light Meal Dry Meal Nutritious Meal Clothing Standard Clothing Feminine Clothing Masculine Clothing Decayed Clothing | Price 4 50 20 12 18 16 --- 5 10 15 --- 5 10 15 25 50 75 150 400 (daily) 1 2 1 --- 5 10 10 0 | Damage 4 20 15 10 17 17 Armor 1 2 3 Armor 1 2 3 4 5 7 9 14 --- --- --- --- --- --- --- --- --- | Restrictions None Knight Fighter, Knight, Spellsword, Rogue Fighter, Rogue Fighter, Knight Fighter, Rogue --- Fighter, Spellsword Fighter, Knight, Spellsword Knight --- Fighter, Mage, Spellsword, Rogue Fighter, Mage, Spellsword, Rogue Fighter, Knight, Spellsword, Rogue Fighter, Knight, Spellsword, Rogue Fighter, Knight, Spellsword, Rogue Fighter, Knight, Spellsword Fighter, Knight, Spellsword Knight, Spellsword --- --- --- --- --- --- --- --- --- |
Level
Characters start at level 1. At each level afterward or at certain levels, each class gains a bonus: Fighters deal 1 more damage with attacks for each level past 1 (+1 at Level 2, +2 at Level 3, etc.) and gain 4 HP; Mages deal 2 more damage with Fire for each level past 1 (+2 at Level 2, +4 at Level 3, etc.) and gain 2 HP; Knights deal 1 more damage with attacks for each level past 1 (+1 at Level 2, +2 at Level 3, etc.), they heal 1 additional point of HP with Heal for each level past 1 (16 at Level 2, 16 at Level 3, etc.) and gain 5 HP; Spellswords' Hold lasts for one turn per level (1 turn at Level 1, 2 turns at Level 2, 3 turns at Level 3) and gain 3 HP; Rogues deal 1 more damage with attacks for each level past 1 (+1 at Level 2, +2 at Level 3, etc.) and gain 2 HP.
Levels are gained at the GMs discretion after an adventure. If a GM chooses, they may decide to implement some sort of experience system. The GM must be fair and would choose which characters to level up wisely; the decision should be balanced with the current adventure: if healing is frequently needed, the Knight should level up quicker than the others (to restore more HP with Heal); if there are swarms of enemies, the Fighter should level up quicker (to take out two at a time), etc.
Battle
If the players find themselves in a combat situation -which they inevitably will-, they will need to determine the order of the turns. For players, it is a consensual decision among them; they may choose a turn order in the very beginning of the game and pick up in the order where they left off or any other method. Enemies, unless they managed to ambush or surprise the party, go after the players in whatever order the GM chooses.
Attacks automatically hit unless the GM wants to add flare to the story ("You swing at the goblin, but miss, your sword getting stuck in the wooden statue.").
Attacks deal the base damage listed plus any class, environmental, or situational bonuses, then armor is subtracted from this number. If a Level 10 Knight with a Greatsword attacks another Knight wearing Plate Mail, the attack will deal 16 damage (20 + 10 - 14). The GM may choose to vary the damage by some means (such as subtracting 2 from the damage and rolling a four sided die, adding the roll to the damage). They may wish to add a method to inflict critical hits, which will generally deal between 150% and 300% damage (200% or 2x being the most common).
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