Difference between revisions of "MRPG Threat"

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Threat determines which mobs attach which players. The player generating the most threat within a mob's Field of Vision will be the target of attacks. Whenever the mob is hit for damage, it will attempt to turn towards the source, if its struck again it will turn back.
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Note: Throwing out the entire threat system and starting over from scratch.
  
Threat is determined by Perceived AV, which is Variable AV subject to a series of modifiers(number and size of equipped items, quality of equipped items, etc).  
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[[MRPG Threat Old|Old threat page]].
  
==Threat Determination==
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The new system is going to be an absurdly basic point-system. Apply it as rigidly as you see fit.
Different mobs evaluate threat in different ways. These tables and equations are a sort of guidline and will be used in the final video game, in [[Mage Wars PnP|pen and paper]] the GM is encouraged to take some latitude.
 
  
Threat is determined based on five key areas:
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Key Threat Areas:
*'''Attack Value''' - in simplest terms, the player with the highest attack value generates the most threat.
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*Class
*'''Attack Speed''' - players who attack faster also gain notice
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*Equipment and Magic
*'''Weapon Size''' - big weapons = uh-oh!
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*Actions and Damage
*'''Equipped Item Quality''' - shiny objects clearly draw attention.
 
*'''Character Type''' - just so the mages don't get left out. Players who are actively casting slow-cast spells as well as those throwing a lot of fast-casts.
 
  
===How Threat is Calculated===
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Each character begins with a base Threat Level of 1.
Each area has a score associated with it, add up the scores and you get Perceived Attack Value or PAV. Whomever has the highest PAV gets attacked first, and so on, in that fashion. Different mobs may ignore certain factors, for example: blind enemies can't see how big your weapon is or how shiny your gear is.
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==Sources of Threat==
  
====Attack Value====
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===Class===
This one varies a bit during combat. At the start of battle, PAV uses the characters highest POSSIBLE attack value(the bigger number from the attack range). After the first round of attacks has been rolled, it uses the highest rolled attack. Characters who did not roll an attack in this round revert to using their lowest AV.
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Class-based threat calculations are simple:
  
====Attack Speed====
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<table cellpadding="4" border="1">
Attack Speed can cause some serious threat generation. Basically, for every time a character attacks during a single round, their base AV is added to threat. This does not count for the first attack, but counts double for the second.
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<tr><td>'''Class'''</td><td>'''Thread Mod'''</td></tr>
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<tr><td>[[MRPG Warrior]]</td><td>+2</td></tr>
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<tr><td>[[MRPG Rogue]]</td><td>-1</td></tr>
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<tr><td>[[MRPG Ranger]]</td><td>+1</td></tr>
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<tr><td>[[MRPG Exo-Mage]]</td><td>+1</td></tr>
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<tr><td>[[MRPG Endo-Mage]]</td><td>0</td></tr>
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<tr><td>[[MRPG Auramancer]]</td><td>0</td></tr>
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<tr><td>[[MRPG Paladin]]</td><td>+2</td></tr>
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<tr><td>[[MRPG Battling Sorcerer]]</td><td>+1</td></tr>
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</table>
  
'''Example:''' A character has a base AV of 100, first attack PAV is unchanged, second attack, it is increased by 200, third attack another 100 is added, and so on.
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===Equipment and Magic===
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What you have and whether or not you're using magic.
  
Now, this can be used in one of two ways. Rangers and rogues may want to avoid drawing extra attention to themselves, so multiple attacks might need to be avoided. On the otherhand, a character who is acting as the party's 'tank' could make multiple innefficient attacks just to drastically increase their PAV.
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<table cellpadding="4" border="1">
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<tr><td>'''Equipment and Magic'''</td><td>'''Thread Mod'''</td></tr>
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<tr><td>1-handed Weapon</td><td>+2</td></tr>
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<tr><td>2-handed Weapon</td><td>+3</td></tr>
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<tr><td>Shield</td><td>+0</td></tr>
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<tr><td>Actively Casting a Spell</td><td>+4</td></tr>
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<tr><td>Have Cast a Spell since Combat</td><td>+2</td></tr>
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</table>
  
====Weapon Size====
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===Actions and Damage===
Size does matter, but not much. Each size rating is assigned a value:
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<table cellpadding="4" border="1">
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<tr><td>'''Actions and Damage'''</td><td>'''Thread Mod'''</td></tr>
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<tr><td>Melee Damage Last Round</td><td>+2</td></tr>
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<tr><td>Melee Damage since Combat</td><td>+1</td></tr>
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<tr><td>Ranged Damage Damage Last Round</td><td>+1</td></tr>
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<tr><td>Ranged Damage Since Combat</td><td>+1</td></tr>
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<tr><td>Activated Ability Last Round</td><td>+1</td></tr>
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</table>
  
#Small
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In the case of the damage checks, this is not "+1 every time" it is "+1 if happened". So if a character has done damage since combat began their over-all threat level is at +1, and if they dealt damage last round, it's increased by an additional +2.
#Medium
 
#Large
 
#Very Large
 
#Immense
 
  
Multiply this by character level, add that to PAV.
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==Threat Calculations==
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Fairly simple: add up all the points, whoever has the highest number is generating the most Threat, and enemies will attack them first if it's convenient. Consider basic attack radius, most enemies will go after whoever's closest. Threat should be recalculated on a round by round basis, though it's pretty easy to go by a few factors: who has done damage last and who has cast a spell last. Still, if one character has signficantly more threat than the rest, it will be the obvious target.
  
====Equipped Item Quality====
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You will notice basically everything in here is either a + or nothing. Each point in Special Proficiency, Stealth, reduces threat generated by 1 point.  
Works the same as weapon size. Each quality is assigned a number, multiply it by character level.
 
 
 
1. Poor
 
2. Simple
 
3. Fine
 
8. Very Fine
 
 
 
Careful readers may note that Very Fine counts for double. It is Very Fine after all, its really nice.
 
 
 
Only held items and chest pieces count in this check, however, they both count. So a warrior carrying a Very Large Very Fine sword and wearing Very Fine armor is going to draw some serious threat. This can also be a problem for mages.
 
 
 
Also note that each item requires a separate calculation, meaning up to 3 items can be considered.(two in hands, one on chest).
 
 
 
'''Mage Wars PnP Note:''' In [[Mage Wars PnP]] Your characters are encouraged to be creative and take preemptive steps to mitigate threat through roll-play. A player may, for example, opts to drape a piece of sack-cloth over his breastplate to hide that it is Very Fine. That same player may also rip away the cloth as part of a [[MPNP Flourish|flourish]] in order to draw attention away from a friend. This is called being smart, and you should recognize this.
 
 
 
====Character Type====
 
This one is not a numeric value but just a general rule. There are three different character types: sword, sorcery, and hybrid, this applies to the mobs as well. All other things being roughly equal, sword mobs will go after sword characters, and sorcery mobs will go after sorcery players. Hybrids get the bum's rush here as they count as both.
 
 
 
Spellcasting gets a little bit tricky. Mobs will want to attack a mage who is actively casting a slow-cast spell, in order to disrupt the spell.
 
 
 
==Stealth==
 
Rogues(and anyone who felt like trading for it) have have the Stealth special proficiency. Stealth is a passive effect that permanently lowers PAV. It can effectively reduce it to zero, which means a mob will never attack unless actively attacked by the rogue.
 
 
 
Stealth is tough as it relies on speed, inteligence, and dexterity. In simplest terms, it is making yourself look small, unimposing, or blend into the background all together. While there are no "stealth checks" there are instances where stealth is ignored.
 
 
 
'''Stealth Equation:''' PAV - ((SPD * INTmod) + (DEX * INTmod) * Stealth)
 
 
 
In nearly ever case, this will reduce the stealthy character's PAV down to the lowest and can even reduce it to zero.
 
 
 
==Evasion==
 
Characters who have the Evasion special proficiency will have access to the Evasion Tree, which provides a whole slew of rules to mitigate/reduce these things. Rogues especially make use of this as their primary strategy is
 
 
 
==Level Gap==
 
If there is a significant level gap between players in a party of say more than 4 levels, in some dungeons this will cause all of the mobs to automatically attack the lower-leveled players.
 
 
 
==How PAV Works==
 
First of all PAV works primarily on field of vision. In most cases, it doesn't matter how high your PAV is if you are behind the mob, they can't see you to attack you. However, this is not true for actions that cause your PAV to dramatically spike. If a character does something that causes their PAV to shoot up drastically, all of the mobs in the combat zoen will take notice, turn, and look at him, and then probably move to attack. Tankety-tank.
 
 
 
Each mob will have a Field of View listed on it(hope you brought your protractor). GMs do not have to be precise, but try not to be too far off base. Blindness, either by mobs that are naturally blind by virtue of having no eyes, or have been blinded by a blindness affects the calculations dramatically. Blind enemies still have the ability to "sense" attack value and attack speed, and will still be drawn to a dramatic spike in PAV, but will otherwise ignore things like weapon size/quality/etc.
 
 
 
==PnP Suggestions==
 
Since there's a lot of math in here, the GM is encouraged to take some latitude. Feel free to use approximations or to just punish uppity players. There is no I in Team, but there is a meat, as in your are dead-meat if you don't play as a team.
 
  
 
==See Also:==
 
==See Also:==
 
*[[Mage Wars RPG]]
 
*[[Mage Wars RPG]]
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*[[Mage Wars RPG Classes]]
  
 
[[Category:Mage Wars RPG]]
 
[[Category:Mage Wars RPG]]

Latest revision as of 16:54, 27 May 2016

Note: Throwing out the entire threat system and starting over from scratch.

Old threat page.

The new system is going to be an absurdly basic point-system. Apply it as rigidly as you see fit.

Key Threat Areas:

  • Class
  • Equipment and Magic
  • Actions and Damage

Each character begins with a base Threat Level of 1.

Sources of Threat

Class

Class-based threat calculations are simple:

ClassThread Mod
MRPG Warrior+2
MRPG Rogue-1
MRPG Ranger+1
MRPG Exo-Mage+1
MRPG Endo-Mage0
MRPG Auramancer0
MRPG Paladin+2
MRPG Battling Sorcerer+1

Equipment and Magic

What you have and whether or not you're using magic.

Equipment and MagicThread Mod
1-handed Weapon+2
2-handed Weapon+3
Shield+0
Actively Casting a Spell+4
Have Cast a Spell since Combat+2

Actions and Damage

Actions and DamageThread Mod
Melee Damage Last Round+2
Melee Damage since Combat+1
Ranged Damage Damage Last Round+1
Ranged Damage Since Combat+1
Activated Ability Last Round+1

In the case of the damage checks, this is not "+1 every time" it is "+1 if happened". So if a character has done damage since combat began their over-all threat level is at +1, and if they dealt damage last round, it's increased by an additional +2.

Threat Calculations

Fairly simple: add up all the points, whoever has the highest number is generating the most Threat, and enemies will attack them first if it's convenient. Consider basic attack radius, most enemies will go after whoever's closest. Threat should be recalculated on a round by round basis, though it's pretty easy to go by a few factors: who has done damage last and who has cast a spell last. Still, if one character has signficantly more threat than the rest, it will be the obvious target.

You will notice basically everything in here is either a + or nothing. Each point in Special Proficiency, Stealth, reduces threat generated by 1 point.

See Also: