GDC1 Stats and Items

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The stats are:

  • Strength
  • Intelligence
  • Constitution
  • To-Hit
  • Be-Hit
  • Armor Class

For all numbers, higher is better.

Character Stats

Strength, Intelligence, and Constitution only control what items you can use. Strength will determine armor, Intelligence for weapons, and Constitution will determine how much HP you have.

Armor

Armor Class is a static number assigned to a piece of armor that determines how much protection it provides.

Leveling

Each level, the player gets 1 stat-point to distribute. They also gain Constitution + Level in hit permanent points.

Items

The player has 5 gear-slots available: Main Hand, Shield, Armor, Ring, Watch(because MEN don't wear necklaces).

Only items in the Armor and Shield slots can affect AC. Armor and Shield slot items can also effect any other stat. There are no two-handed weapons. Ring and Watch slots can affect any stat besides AC.

No item effects damage, damage is purely a function of the equipped weapon's damage-dice.


Potions

Potions will come in several varieties, but the most common will be healing potions.

Healing Potions

Healing potions will work on a percentage-basis(EG healing a percentage of your total HP).

Buff Potions

Buff Potions will temporarily increase either AC or Damage by a given percentage for a limited amount of time. These potions will not stack.

Stat Potions

Stat points will permanently increase a single stat by 1 point, these will be extremely rare.

Level Potions

Level potions will be the single rarest item and grant the user enough XP to go up exactly 1 level.

Experience Potions

Experience Potions will give the user a set amount of XP. These potions will not be random drops but will be deliberately hidden in places around various game areas.

Stat Potions

Stat potions will be very rare and permanently raise a given stat by 1.

Item Tables

Weapons

Since all weapons equip to the main hand and there are no two-handed weapons, the temptation to make the weapon table extremely simple is there. However, with a little bit of future-proofing we can save ourselves work in the long-run. Example:

Weapon IDWeapon NameDamageDescription
00001Generic Sword1d6This is a very basic, simple, straightforward sword.

See Also: