Post by The Forgotten God on Apr 5, 2016 14:54:20 GMT
Combat in this game is going to run a bit differently than most of the RPs we're used to. It is still based primarily on rolling, but the modifiers and the like are more geared for fantasy style combat instead of the graveyard mindset of the Westeros RPs.
Players have two sets of health, mortal and base. Base is the health expended during combat initially, and recovers more quickly. Mortal health results in death if a player reaches 0 in it. Most weapons and spells deal base health with a small percentage of it mortal. Critical hits do not deal extra damage, but instead deal Mortal health as damage. Characters reduced to 0 base health take any damage sustained afterwards as mortal.
Base health is done by race and class.
Human: 40 base
Elf: 40 base
Dwarf: 40 base (60 after bonus)
Centaur: 60 base
Giant: 100 base
Class:
Warrior: 40 base
Rogue: 30 base
Wizard: 20 base
Mortal damage is equal to racial base health but is not modified by class or stats; everyone only has so much blood regardless of ability.
Numbers will be tweaked as necessary so players are neither immune to death or dying every fight.
20% of strength and agility is added to base health.
Every point of mortal health lost is a Point of player physical or magical skill lost until healed.
The ONLY way to modify heath at the start is using your starting points to boost health. Every point put into it gets a point of temporary health, and one mortal health is gained for every 10 points
Players have two sets of health, mortal and base. Base is the health expended during combat initially, and recovers more quickly. Mortal health results in death if a player reaches 0 in it. Most weapons and spells deal base health with a small percentage of it mortal. Critical hits do not deal extra damage, but instead deal Mortal health as damage. Characters reduced to 0 base health take any damage sustained afterwards as mortal.
Base health is done by race and class.
Human: 40 base
Elf: 40 base
Dwarf: 40 base (60 after bonus)
Centaur: 60 base
Giant: 100 base
Class:
Warrior: 40 base
Rogue: 30 base
Wizard: 20 base
Mortal damage is equal to racial base health but is not modified by class or stats; everyone only has so much blood regardless of ability.
Numbers will be tweaked as necessary so players are neither immune to death or dying every fight.
20% of strength and agility is added to base health.
Every point of mortal health lost is a Point of player physical or magical skill lost until healed.
The ONLY way to modify heath at the start is using your starting points to boost health. Every point put into it gets a point of temporary health, and one mortal health is gained for every 10 points