# Difference between revisions of "MRPG Character Sheet"

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==Base== | ==Base== | ||

*Attack | *Attack | ||

+ | Attack is Proficiency + Character Level + Class Bonus + Stance. For a typical character, this should add up to 30-40 | ||

*Defense | *Defense | ||

Line 20: | Line 21: | ||

*Armor Proficiency, Heavy - 3 | *Armor Proficiency, Heavy - 3 | ||

*Shield Proficiency - 3 | *Shield Proficiency - 3 | ||

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+ | One idea is that proficiencies are going to be augmented at the Worldshaper's discretion, and using race, background, and other factors. So for now this number layout is acceptable. | ||

==Stats== | ==Stats== | ||

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==Calculating To-Hit== | ==Calculating To-Hit== | ||

− | + | My current to-hit math says that a character attacking with no bonus will hit 29%, a bonus of 20 will hit 50% of the time, and needs a whopping +35 to hit 70% of the time | |

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− | + | Ok, lets break down how we can get there: | |

− | + | +8 from proficiency | |

+ | +5 from class | ||

+ | +1 from level | ||

+ | +20 from stance | ||

+ | =34, has him hitting 67% of the time. That is acceptable. | ||

− | + | Just an extra +3 from dropping shields in favor of a special would get him to 71% | |

− | + | Adding an extra +5 from a Background gets him to 80% | |

− | + | Lets say he switches to Balanced, to-hit drops to 64%, reasonable! And then he goes full defensive? 51%. That's all roughly what we want to see. | |

+ | I think we solved that problem | ||

[[Category:Mage Wars RPG]] | [[Category:Mage Wars RPG]] |

## Revision as of 01:23, 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

Attack is Proficiency + Character Level + Class Bonus + Stance. For a typical character, this should add up to 30-40

- 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

One idea is that proficiencies are going to be augmented at the Worldshaper's discretion, and using race, background, and other factors. So for now this number layout is acceptable.

## 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

My current to-hit math says that a character attacking with no bonus will hit 29%, a bonus of 20 will hit 50% of the time, and needs a whopping +35 to hit 70% of the time

Ok, lets break down how we can get there:

+8 from proficiency +5 from class +1 from level +20 from stance =34, has him hitting 67% of the time. That is acceptable.

Just an extra +3 from dropping shields in favor of a special would get him to 71%

Adding an extra +5 from a Background gets him to 80%

Lets say he switches to Balanced, to-hit drops to 64%, reasonable! And then he goes full defensive? 51%. That's all roughly what we want to see.

I think we solved that problem