MRPG Threat
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.
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.