Difference between revisions of "MRPG Facet List OLD"
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*A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies. | *A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies. | ||
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+ | *A facet-chain to allow a character to ignore up to three interrupt-events when casting a spell. This works on anti-magic auras but not on spells that directly specify that they interrupt slow-casts. | ||
==See Also== | ==See Also== | ||
*[[Mage Wars RPG]] | *[[Mage Wars RPG]] |
Revision as of 21:18, 23 July 2012
The game is designed to allow a high degree of customization or personalization, encouraging each gamer to develop a play style that they find entertaining. There is no "right" or "wrong" way to play a specific class.
Contents
Types
Facts come in two flavors: active and passive. A passive facet is one that is "always on" and thus has some sort of permanent effect. An active facet is on that must be temporarily "switched on" to have its effect.
Availability
Facets are not class-specific, but rather are based on proficiencies, if you do not have a given proficiency you cannot learn the facet. This is similar to spells, once you take the proficiency, you gain access to the spells.
Facet Trees
Facets will mostly be learned through a tree-system whereby adding points to 'take' one facet exposes others. Facet Trees will be sorted by proficiency.
Facet List
This will eventually be a list of facets and their dependencies, probably in table-form.
Proficiency Focus Facets
Each proficiency has a focus-facet as the first in a facet-chain.
Sample Weapon Facet-Chain:
Cost | Name | Description |
1 | Weapon Focus: Bladed | Grants a +1 per-level bonus to Weapon Proficiency: Bladed whenever the player uses a bladed weapon. |
3 | Weapon Focus: Swords | Grants an additional +1 per-level bonus Weapon Proficiency: Bladed, as well as adding +1 per-level to Mortal Damage. |
10 | Weapon Focus: Bastard Swords | Grants 1 additional attack dice |
Each weapon sub-type(and there are a lot of them) will have basically an identical chain substituting the different weapon-types.
Facet Notes
These are facets that need to be made when the facet system is eventually developed:
- A facet-chain to allow players with a high medicine Skill to use it to increase their healing effects on others.
- A facet-chain that essentially negates the need for Tinker in order to open locks.
- Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations.
- Two facets for earning extra spell memorization-slots.
- A facet to allow slow-cast spells to be cast as quickly from the spellbook as if they were memorized.
- A facet allowing weave spells to be cast from the spellbook as fast as though they were memorized.
- A facet to make spellbooks treated as 1-handed weapons
- A facet to allow equiping a second spellbook to the off-hand
- A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.
- A facet-chain to allow a character to ignore up to three interrupt-events when casting a spell. This works on anti-magic auras but not on spells that directly specify that they interrupt slow-casts.