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[Adonthell-general] Adonthell Rules Rough Draft
From: |
nilsfohrbeck |
Subject: |
[Adonthell-general] Adonthell Rules Rough Draft |
Date: |
Thu, 28 Mar 2002 15:11:11 +0100 |
Hi everybody!
I finally came up with an idea what the rules might look like. Send me your
comments and ideas for improvements!
Nils
________________________________________________________________
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Notes on the Adonthell rules system (0.01):
This is the first ROUGH DRAFT of the Adonthell rules system.
I tried to make up a rules system, that is both, easy to understand,
as well as fun to use (Realism is not the main concern).
CHARACTER NAME: This is your character's name (such as Bob the Fighter, or
Gandalf the Grey).
RACE: There are four available races: Dwarf, Human, Half-Elf and Elf.
Depending on your race, people may react differently, and some
items are race specific
(eg. Dwarven Plate Mail, Elven Bow).
EXPERIENCE: Whenever you collect enough experience you gain a level. Each
monster killed gives
experience equal to its level. Experience can also be gained by
solving puzzles or
helping NPCs.
Level 1: 0 EP (= Experience Points)
Level 2: 100 EP
Level 3: 300 EP
Level 4: 600 EP
Level 5: 1000 EP
Level 6: 1500 EP
Level 7: 2200 EP
Level 8: 2900 EP
Level 9: 3800 EP
Level 10: 5000 EP
LEVEL: This is the character's level. As a character advances (s)he
becomes more powerful
A character can have 1 to 10 levels. A level 10 character is
considered a very
powerful character with all the abilities needed to finish the
game.
ABITITIES: Adonthell uses abilities to determine how well you can fight,
and what kind of spells
you can cast. Unlike it is the case in many other RPGs you do
not get better automatically
when you gain a new level. Your abilities only determine which
Items you can use, or
which Fighting Feats and Spells you are able to learn
throughout the game. For example
if a character finds a heavy armor, he can not use it until he
has three ranks in armor.
A character starts with 5 ability points. He gets 1 ability
point whenever he gains a new level.
COMBAT ABITITIES: These abilities determine how well you do in melee and ranged
combat.
Fighting Feats: (0-5 ranks) These are special attacks a character can learn
throughout the game (eg. strike to stun).
Melee: (1-3 ranks) This determines what kind of melee weapons you
can use (minor, major or greater)
Ranged: (0-3 ranks) This determines what kind of ranged weapons you
can use (none, minor, major or greater)
Armor: (0-3 ranks) This determines what kind of armor you can
carry (none, light, medium or heavy)
Shilds: (0-3 ranks) This determines what kind of shild you can use
(none, light, medium and heavy)
MAGIC ABILITIES: Magic is the art of spellcasting, one of the most important
elements of a fantasy
game (except for all you dwarves out there:)). If a character
wants to cast a certain
spell he must have enough ranks in this spell's category (eg.
in order to cast
teleport (a 4th level General Spell), a character must have at
least 4 ranks in General Spells).
Offensive Spells: (0-5 ranks) Spells such as fireball and summon ice
elemental
Defensive Spells: (0-5 ranks) Spells such as heal wounds and magic armor
General Spells: (0-5 ranks) Spells such as open locks and teleport
ENERGY: The two forms of energy are health and mana. Whenever a
character is hit,
he looses health equal to the attacker's damage (determined by
his weapon)
minus the defender's armor. Mana is used up every time a spell
is cast (a 1st level spell costs 1 mana,
a 2nd level spell costs 2 mana and so on). Life and mana can be
recharged with potions
or by resting. A character starts with 20 energy points (eg.
15 life and 5 mana) and gets
10 more energy points whenever he gains a level.
Life This determines how many hits your character can take
Mana This determines how many spells you can cast before you need to
rest again
SKILLS: These are used for roleplaying purposes. A character can have 0
to 5 ranks
in any given skill (0=Unskilled; 1=Novice; 2=Traind;
3=Professional; 4=Master;
5=Extraordinary). Not every character can gain 5 ranks in all
skills (a dwarf may be
good at drinking (0 to 5 ranks) but not very charming (0 to 2
ranks)). Skills are gained
whenever a character gains a level (2 skill points), or during
the game (eg. by reading
a book about Alchemy). Each character starts with 5 skill
points.
Alchemy: (0-5 ranks) Make your own healing potions
Drinking: (0-5 ranks) I'm looking forward to some drinking contests
Smithing: (0-5 ranks) Make your own weapons and armor
Haggle: (0-5 ranks) Use this skill to pay less at the local merchant
Pick Pockets: (0-5 ranks) Use this skill to pay nothing at the local
merchant
Charm: (0-5 ranks) Convince the guard that you didn't try to steal
anything
Open Locks: (0-5 ranks) Open treasure chests or (more likely) prison
doors :)
Strength: (0-5 ranks) No real fighter would try to pick a lock!
Luck: (0-5 ranks) You might be lucky and win a game of cards
Entertain: (0-5 ranks) Earn a few gold coins on stage in the local pub
Any ideas for more skills? Please add them!
NOTES/COMMENTS: Since this is only a ROUGH DRAFT any comments, criticism and
ideas for improvements are welcome!
By Nils Fohrbeck 2002
- [Adonthell-general] Adonthell Rules Rough Draft,
nilsfohrbeck <=