Difference between revisions of "MRPG Character Sheet"

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(Calculating To-Hit)
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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
 +
 +
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==
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
+
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
 
 
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.
 
 
 
 
 
lets say everyone gets a bonus based on character level. +1 at first then so on. THEN if they are a class, they get a big bonus for ranks. say the fighter character gets +15 for each rank. Then we can add a stance-base
 
  
So to hit would look something like:
+
Ok, lets break down how we can get there:
  
level + proficiency + stance bonus
+
+8 from proficiency
 +
+5 from class
 +
+1 from level
 +
+20 from stance
 +
=34, has him hitting 67% of the time. That is acceptable.
  
let's have the stance improve gradually and with facets, so it'll start out at 10. so our level 1 warrior in offensive stance would get a total of +19 to attack. Assuming he is swinging at a target with 70 defense, this has him hitting a bit less than half the time(19 hits out of 40 simulated attacks). Not terrible for a lvl 1.
+
Just an extra +3 from dropping shields in favor of a special would get him to 71%
  
But let's say our fighter is built a little differently, lets say instead of Shields he took "Special Proficiency, Two-handed Fighting" and instead of a sword he has a great big axe. He gets to add that special bonus to the mix. Its only +3 at lvl 1, but that changes it to 22. How big a difference does that make? None whatsoever, still 19 hits out of 40.
+
Adding an extra +5 from a Background gets him to 80%
  
What if we give him more proficiency choices and more points to distribute?
+
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