Difference between revisions of "MRPG Character Sheet"

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The challenge is calculating attack without making the stats too crazy. If a player can have between 3 and 21 points of skill, how do we relate that to the percentage roll to provide  
 
The challenge is calculating attack without making the stats too crazy. If a player can have between 3 and 21 points of skill, how do we relate that to the percentage roll to provide  
  
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The simplest answer to my problem is to pump up the proficiency score, but we don't want to dump too many points into that.
  
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Another solution is to add a base bonus. +20 to attack or whatever, that scales with level. Could also make a "stance" system to apply that.
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Let's say three stances: offensive, defensive, and balanced. In offensive, you add your bonus to attack, defensive to defense, and balanced is split.
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could also do a bonus with a class-favored stat. so say the warrior's favorite stat is strength, so he gets to add that to attack. Too obvious, since its also the weapon skill stat and makes dumping EVERYTHING into strength too valuable. Maybe opposed stats? you get your weapon attack skill, then the governing stat's opposition: so our fighter would get +8 from his attack skill and +5 from his Dex.
  
 
[[Category:Mage Wars RPG]]
 
[[Category:Mage Wars RPG]]

Revision as of 00:24, 31 October 2019

This page contains a listing of all the fields that will one day exist on the character sheet. Based on MRPG New System Theorycraft, I will attempt to make a sample warrior.

Basics

  • Name
    • Class

Base

  • Attack
  • Defense
  • Dodge
  • Armor Class
  • Hit Dice

Proficiencies

Lets say each proficiency starts at 3 and you get 5 points to distribute. If the maximum number of skill increases totals 13, then the absolute most you could have in any one skill is 21. Lets say he throws all 5 creation points into swordsmanship.

  • Weapon proficiency, Bladed - 8
  • Armor Proficiency, Heavy - 3
  • Shield Proficiency - 3

Stats

Lets say each stat starts at 5, at character creation the player gets 24 points to distribute. There are a total of 9 stat increases while leveling, putting the maximum possible points in any one stat at 38(and leaving you basically a cripple at everything else). Since the main function of stats is to cap skills, there's no real advantage to putting more than 21 into a specific stat(of course...).

Let's say my fighter wisely spreads his stat points around but focuses heavily on strength:

  • Strength - 15
  • Dexterity - 5
  • Recovery - 10
  • Stamina - 10
  • Speed - 5
  • Intelligence - 5
  • Wisdom - 5
  • Will - 9

Calculating To-Hit

The challenge is calculating attack without making the stats too crazy. If a player can have between 3 and 21 points of skill, how do we relate that to the percentage roll to provide

The simplest answer to my problem is to pump up the proficiency score, but we don't want to dump too many points into that.

Another solution is to add a base bonus. +20 to attack or whatever, that scales with level. Could also make a "stance" system to apply that.

Let's say three stances: offensive, defensive, and balanced. In offensive, you add your bonus to attack, defensive to defense, and balanced is split.

could also do a bonus with a class-favored stat. so say the warrior's favorite stat is strength, so he gets to add that to attack. Too obvious, since its also the weapon skill stat and makes dumping EVERYTHING into strength too valuable. Maybe opposed stats? you get your weapon attack skill, then the governing stat's opposition: so our fighter would get +8 from his attack skill and +5 from his Dex.