MRPG Threat
Revision as of 20:01, 25 May 2016 by CourseDirector (talk | contribs)
Note: Throwing out the entire threat system and starting over from scratch.
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.
Contents
Sources of Threat
Class
Class-based threat calculations are simple:
Class | Thread Mod |
MRPG Warrior | +2 |
MRPG Rogue | -1 |
MRPG Ranger | +1 |
MRPG Exo-Mage | +1 |
MRPG Endo-Mage | 0 |
MRPG Auramancer | 0 |
MRPG Paladin | +2 |
MRPG Battling Sorcerer | +1 |
Equipment and Magic
What you have and whether or not you're using magic.
Equipment and Magic | Thread 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 Damage | Thread 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.