Difference between revisions of "MRPG Threat"

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'''Note:''' System being retooled for clarity.
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Note: Throwing out the entire threat system and starting over from scratch.
  
Threat generation, or hate, determines how enemies in the game respond to player characters in combat. It governs how they prioritize targets. The WorldShaper is encouraged to play very fast and loose with this system or to ignore it all together. But if you need a rule set, it works out like so.
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[[MRPG Threat Old|Old threat page]].
  
Threat is based around a point system. In simplest terms, the character with the most "points" is generating the most threat.
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The new system is going to be an absurdly basic point-system. Apply it as rigidly as you see fit.
  
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Key Threat Areas:
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*Class
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*Equipment and Magic
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*Actions and Damage
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Each character begins with a base Threat Level of 1.
 
==Sources of Threat==
 
==Sources of Threat==
===Attack Value===
 
For every 10 points of AV, a character earns 1 point of Threat, similar to attack dice. Note that characters can earn additional attack dice without increasing their AV. This is why.
 
  
===Character Level===
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===Class===
Every level adds 1 point of threat. If the entire party is the same level, this has little impact.
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Class-based threat calculations are simple:
  
===Weapon Size===
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<table cellpadding="4" border="1">
Large weapons are much more threatening than small ones.
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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>
  
<table border="1">
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===Equipment and Magic===
<tr>
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What you have and whether or not you're using magic.
<td>'''Size'''</td><td>'''Threat Modifier'''</td>
 
</tr>
 
  
<tr>
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<table cellpadding="4" border="1">
<td>Small</td><td>-1</td>
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<tr><td>'''Equipment and Magic'''</td><td>'''Thread Mod'''</td></tr>
</tr>
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<tr><td>1-handed Weapon</td><td>+2</td></tr>
<tr>
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<tr><td>2-handed Weapon</td><td>+3</td></tr>
<td>Medium</td><td>+1</td>
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<tr><td>Shield</td><td>+0</td></tr>
</tr>
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<tr><td>Actively Casting a Spell</td><td>+4</td></tr>
<tr>
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<tr><td>Have Cast a Spell since Combat</td><td>+2</td></tr>
<td>Large</td><td>+4</td>
 
</tr>
 
<tr>
 
<td>Vary Large</td><td>+10</td>
 
</tr>
 
<tr>
 
<td>Immense</td><td>-5</td>
 
</tr>
 
 
</table>
 
</table>
  
Why do Immense weapons actually reduce Threat? Because characters can't attack with them, units consider them less imposing.
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===Actions and Damage===
 
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<table cellpadding="4" border="1">
===Armor===
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<tr><td>'''Actions and Damage'''</td><td>'''Thread Mod'''</td></tr>
Characters in Plate armor get 5+(Rank x 3) Threat. Other armor types do not add to Threat. Use this calculation only if they are wearing at least the chest piece or any three other pieces of plate.
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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>
===Weapon Quality===
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<tr><td>Ranged Damage Damage Last Round</td><td>+1</td></tr>
Fancy weapons are obvious. A character wielding a flashy, expensive-looking sword probably knows how to use it. Poor and Simple weapons make no difference, but Fine gets another 3 and Very Fine earns you 10. Enchantments aren't visible, but Runes on a weapon add and additional 5.
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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>
===Spellcasting===
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</table>
If a character has just cast a spell, they get an extra 5 Threat. If they are actively slow-casting a spell, its 15 + (RANK x 5). Knowing your enemy is going to cast something makes them a pretty clear target.
 
 
 
==Combat==
 
This section covers how enemies prioritize player characters in combat.
 
 
 
===Threat Level===
 
This is not a straight-ahead "highest threat gets targeted first". Enemies prioritize based on level and relative location, E.G. who is closest and causing the most threat. Enemy units will average out the characters threat levels, rounding up, and then attack the character who is closest and most threatening.
 
 
 
===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 units will go after sword characters, and sorcery mobs will go after sorcery characters. Hybrids get the bum's rush here as they count as both.
 
 
 
This is not a rule the player characters have to follow, but rather the mentality of the game units.
 
 
 
===Attacking===
 
Any unit that is the target of an attack will immediately attempt to locate the perpetrator and counter attack. This may not always be successful, and if a player character's Threat is low enough, they may not realize that character was the attacker.
 
 
 
Whenever an enemy unit is attacked, it will look for the attacker. If two characters are close by, and one has at least 50% lower threat level than the other, the enemy unit will attach the character with the higher threat level.
 
 
 
==Stealth==
 
Rogues(and anyone who felt like trading for it) have have the Stealth special proficiency. Stealth is a passive effect that permanently lowers Threat. 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.
 
  
In simplest terms, every point the character has invested in Stealth reduces their Threat by 1 point. However, this does not affect all sources of Threat. Character Level and AV-based calculations are included. Weapon size and quality are not.
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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.
  
A character wearing a single piece of Plate armor cannot use the Stealth proficiency.
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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.
  
==MPnP Suggestions==
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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.  
Since there's a lot of math in here, the WorldShaper 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. That being said, try to look at class roles and some basics. Rogues, for example, are all about being non-threatening.
 
  
 
==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: