- Core statistics -
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- Core statistics -
I want some ideas on the core statistics. I don't feel all the statistics are balanced. To refresh your memories here are all the statistics.
WS: Chance to hit opponents and not be hit with melee weapons.
BS: Chance to hit with ranged weapons. Also adds to loot rolls.
S: Chance to wound and improves damage dealt.
T: Makes you more difficult to wound and reduces damage taken by most attacks.
AG: Improves initiative and makes you more difficult to hit with ranged attacks and some spells.
WP: Improves spellcasting ability and resistance to most spells.
W: Health
WS, S, T and W are fine in my opinion.
WP feels a bit too powerful to me. I am open to ideas on spellcasting including a total revamp if needed.
AG and BS feel a bit weak. I also want to remove that BS makes you get better loot. I want loot to be based entirely on luck, magic items, or MVPs of various fights.
WS: Chance to hit opponents and not be hit with melee weapons.
BS: Chance to hit with ranged weapons. Also adds to loot rolls.
S: Chance to wound and improves damage dealt.
T: Makes you more difficult to wound and reduces damage taken by most attacks.
AG: Improves initiative and makes you more difficult to hit with ranged attacks and some spells.
WP: Improves spellcasting ability and resistance to most spells.
W: Health
WS, S, T and W are fine in my opinion.
WP feels a bit too powerful to me. I am open to ideas on spellcasting including a total revamp if needed.
AG and BS feel a bit weak. I also want to remove that BS makes you get better loot. I want loot to be based entirely on luck, magic items, or MVPs of various fights.
Re: - Core statistics -
Magic System revamp. I'll attack the BS/AG problem later.
Anyways here's what im thinking.
Casting Roll
Succeed on a flat 30+ for all spells. Modifiers do still exist however.
Ideas for modifiers
+5 diff for being wounded
+10 for dying
+~5 for armor/10 for heavy
+~0-20 for difficulty of the spell being cast.
Anyways here's what im thinking.
Casting Roll
Succeed on a flat 30+ for all spells. Modifiers do still exist however.
Ideas for modifiers
+5 diff for being wounded
+10 for dying
+~5 for armor/10 for heavy
+~0-20 for difficulty of the spell being cast.
Re: - Core statistics -
The other thing that will need to be done if we try the 70% chance thing is we need to go over all the previously posted skill trees and check for anything that offers too large a hit/wound bonus or check for inconsistencies. I would certainly appreciate some help with that. I'll be looking over everything myself obviously but I would love another set of eyes or two. Just post if you've looked over a tree or two saying which tree(s) and any potential problems you've found. This is also another great chance to look back at our old work now that we've had some time off.
Re: - Core statistics -
Casting <->
Static roll. Succeed on 30+.
Roll of 1-5 miscast.
Roll of 95-100 Irresistible force.
-5/10 for Light/Heavy armor
-5/10 for being Wounded/Dying
-X for the level of the spell. Usually +0-20
Spell levels will be tossed out the window.
Static roll. Succeed on 30+.
Roll of 1-5 miscast.
Roll of 95-100 Irresistible force.
-5/10 for Light/Heavy armor
-5/10 for being Wounded/Dying
-X for the level of the spell. Usually +0-20
Spell levels will be tossed out the window.
Re: - Core statistics -
Lore of Tzeentch
New format for the spells.
Red Fire - 3 Ranks
Requirements: None
Type: Spell - Medium Ranged Projectile
Spell: +0 (WP)
Effect: Deals 2-6/3-8/4-11 fire damage. This spell deals an additional 1 damage for every 20/15/10 points you succeed your spell power roll by.
Mantle of Orange Flame - 3 Ranks
Requirements: None
Type: Spell - Personal - Sustained
Spell: +5 Personal
Effect: You gain DR 1 for every 20/15/10 points you roll on your spellpower check. In addition you gain a 3/6/10% ward save while the spell is active.
Baleful Transformation - 3 Ranks
Requirements: 1 other spell
Type: Spell - Medium Ranged Hex
Spell: +5 (WP)
Effect: Target lowers 1/2/3 random stats (excluding W) by 15 plus an additional 5 for every 20 points you exceed your spellpower roll by. This spell lasts 3 rounds.
New format for the spells.
Red Fire - 3 Ranks
Requirements: None
Type: Spell - Medium Ranged Projectile
Spell: +0 (WP)
Effect: Deals 2-6/3-8/4-11 fire damage. This spell deals an additional 1 damage for every 20/15/10 points you succeed your spell power roll by.
Mantle of Orange Flame - 3 Ranks
Requirements: None
Type: Spell - Personal - Sustained
Spell: +5 Personal
Effect: You gain DR 1 for every 20/15/10 points you roll on your spellpower check. In addition you gain a 3/6/10% ward save while the spell is active.
Baleful Transformation - 3 Ranks
Requirements: 1 other spell
Type: Spell - Medium Ranged Hex
Spell: +5 (WP)
Effect: Target lowers 1/2/3 random stats (excluding W) by 15 plus an additional 5 for every 20 points you exceed your spellpower roll by. This spell lasts 3 rounds.
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