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 Eldarus: Adventures -- Character Creation, Game Mechanics, Gameplay

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Gabriel Faith

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Join date : 2010-03-09
Age : 30
Location : Vancouver

PostSubject: Eldarus: Adventures -- Character Creation, Game Mechanics, Gameplay   Tue Jun 08, 2010 3:48 am

Hello everyone,
As part of a brief OOC discussion earlier this evening, I've thought to put up a homebrew system with Eldarus' dice mechanics for tabletop-styled adventures; a bold idea that may actually be put to good use in regards to narrated adventures. The idea is to use the D20 dice system of the chat to simulate character actions, provided that characters submit a Character sheet beforehand. This is still considered to be a work in progress.

Character Creation: Abilities
Each PC (Player Character) starts with a base of +0 to their ability scores. Each person has 20 ability points to start, which must be divided to the six base stats: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). It costs 2 points to raise a stat. A person can deduct below their ability bonuses to receive an additional 2 points for every penalty below their base stat.

Example:
Joe Average

STR: +3 (6 points)
DEX: +2 (4 points)
CON: +2 (4 points)
INT: +0
WIS +0
CHA: +3 (6 points)

Character Creation: Magic
As an additional option, Players may opt for their character to possess magic abilities. For every 2 points off their initial Ability points, characters may select one spell. Likewise they may raise that particular spell, specifying what bonuses they provide.

Example:
Joe Average

Fireball III - Area Effect; -3 casting check; Fire-based damage (6 pts)
Healing III - Touch Effect; Heals up to Serious injuries; -3 casting check (6 pts)

Character Creation: Skills
In general, the skill system to Eldarus: Adventures is very basic. A PC starts with 100 skill points that could be divided towards any skill they can come up with. It costs 1 point per skill bonus. A person may also reduce their skills below their initial bonus modifier for 1 point each to a total of -20 per skill; likewise, a character may only raise their skill to 20 maximum. It costs 5 points per point to raise a skill beyond 10.

A character may also 'specialize' in a skill for 2 points per specialization. A person must have a base skill of +1 to raise a specialized skill, limited to 3 points per base skill. For example, Swordsmanship (Longswords) 1/3 would cost 1 point for base, and 6 points for specialization.

Example:
Joe Average

Swordsmanship (Longswords): 5/7 (19 pts)
Riding: 8 (8 pts)
Shields: 10 (10 pts)
Lore: 5 (5 pts)
First Aid (Combat Injuries): 7/9 (25 pts)
Etiquette (Common): 5/7 (19 pts)
Climb: 5 (5 pts)
Swim: 5 (5 pts)
Search: 7 (7 pts)
Spot: 7 (7 pts)

Character Creation: Class/Background
Each PC selects a Class and Background that provides a bonus to either their Ability or Skill under the following:

Classes:
Cleric (+3 to any religion-based tests such as theology, plane knowledge, or deity identification)
Warrior (+3 to any combat-based tests such as attacking, dodging, or combat knowledge)
Rogue (+3 to any stealth-based tests such as sneaking, stealing, lock-picking or streetwise)
Bard (+3 to any performance-based tests such as performance, lore)
Mage (=3 to any magic-based tests such as spellcasting, spell identification or potion making)

Backgrounds:
Hero (+1 to ALL ability tests)
Veteran (+3 to dodge and attack melee/ranged)
Aristocrat (Reputation; Characters trying to intimidate, swindle or oppose character suffers -3 to social-tests)
Merchant (+3 to social tests)
Jack of All Trades (+1 to ALL skill-related tests)
Daredevil (+3 when performing risky or dangerous actions)


Character Creation: Inventory
Each character may carry an indefinite amount of items provided they are within context. It is decidedly up to the GM what penalties a PC may incur if they exceed a certain amount:

Full backpack (- 1 to movement-based tests)
Full plate (-3 to movement-based tests)
Full mithril chainmail (-2 to movement-based tests)

Character Creation: Starting Gear & Armory
Every PC starts with 50 gear points. Basic items cost 1 point each are up to the player to decide. Magic items such as potions or enchanted arms or armor cost 5 points each per level. Vehicles and livestock cost 10 points each. Each level of enchantment gives a +1 bonus to their base statistic or deducts their penalty. Advanced gear cost 3 points to purchase, being difficult to come by or giving specific bonuses at +2 each.

Players should double the costs of their gear accordingly. For example if a character wanted to get a Winged Glider, a carriage or a galleon in theory it would cost 20 points instead of 10 points.

Every point for ammunition provides 20 units of ammo. In addition, each category of armor provides different bonuses and penalties per D20 roll.

Armor Levels
Clothing (No bonus/penalty)
Leather (+1 armor check/-1 movement check)
Chainmail (+2 armor check/-2 movement check)
Platemail (+3 armor check/ +3 movement check)
Buckler Shield (+1 armor check/no movement penalties)
Round Shield (+2 armor check/-1 movement check)
Helmet (+1 armor check/-1 vision check)

Basic Gear
Basic Weapons
Sling/Bow/Crossbow (Allows Ranged Combat)
Backpack, Pouches, Sack

Advanced Gear
Exotic Weapons (Katana; +2 melee attack/parry)
Climbing Gear (+2 climbing-based tests)
Grappling Hook, Telescope, Animal Odor, Animal Training Kit
Thieve's Tools (+2 stealth-based tests)
Flintlock Pistol and 20 Bullets (+2 damage, shooting; Ranged)

Magic Gear
Healing Potion I (Heals light injuries)
Healing Potion II (Heals moderate injuries)
Mithril Chainmail I (+2 armor check/ - 1 movement check)
Adamantine Round Shield III (+5 armor check/-1 movement check)

Vehicles & Livestock
Riding Horse
Rowboat




This is just an experiment, by the way. A work in progress.
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Gabriel Faith

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Age : 30
Location : Vancouver

PostSubject: Game Mechanics   Tue Jun 08, 2010 4:18 am

Basics: D20 system
The DM of each session should apply a set of basic rolls for certain tests. Some tests may have bonus modifiers from skills or abilities or even both. For example, climbing a mountain or hiding from a patrol of bandits. Other factors determined by the DM should provide bonus or penalty modifiers such as off-colour camouflage or appropriate camouflage colors.


Basics: Skills
DMs should apply the character skill to a certain Attribute group. For example Swords (Rapier) should be applied to a bonus DEX in combat due to the rapier's maneuverability and style. Sneaking/Hide would also be tied to Dexterity bonuses. Knowledges to Intelligence, Climbing or Swimming to either Strength or Constitution, and otherwise.

Combat: Initiative
Before the start of every combat phase, each character rolls D20 + 2x bonus from their Dexterity. The initial rolls count for the number of the players against NPCs. The Storyteller/DM should adjust any bonus for the players depending on the circumstance such as ambushes or otherwise. For example if the character happens to be a 20 year veteran of the Baal Wars or generally more powerful than the NPC, they should be granted a bonus modifier or penalize against their NPC opponents.

Each phase of combat subtracts 10 from each initiative roll.

Example
Joe Average encounters a pair of hobgoblins.

Joe - Rolls: 12 + 8 (2x DEX bonus) = 20
Goblins = Rolls: 16 - 5 (Stronger Opponent) = 11

First turn:
Joe, Goblin 2, Goblin 1, Joe

Combat: Ranged/Melee
When making an attack, the PC should emote their action. Depending on how complex their action happens to be, one may be granted a bonus to attack. The basic attack is a D20 roll + Skill + STR or DEX. The basic dodge roll should be D20 + Skill + DEX.

Complex actions may result in penalties. Called shots should incur a -4 to their final roll. It is up to the DM to determine what the resulting effects of the called shot may grant. If there is a tie, the roll goes to the attacker. At the end of each test, the DM determines the extent of damage by subtracting the attacker's roll to the defender's roll. The higher the number, the more severe the damage is. There is no set number for injuries. PCs should roleplay this accordingly.

In addition, the DM should determine what bonus and penalty various weapons may provide. For example using a sword against a spear might give a -3 to attack but +3 to dodge.

Example:
Joe attacks the first Goblin, swinging his longsword at it!

Joe rolls 10 + 7 (Swords/Longswords) + 2 (Enchanted Longsword) = 19

The Goblin tries to dodge!

Goblin rolls 8 - 5 (Stronger Opponent) - 0 (No armor) = 3

Resulting Sum: 19 - 3 = 16

The Goblin suffers a serious injury, losing its left arm at the elbow and collapsing onto the floor!


Combat: Spellcasting
When casting magic in Combat, one must make a D20 roll - Casting penalty to determine the effects of their spell. Area-Effect spells such as Fireball results in a damage bonus of the spell level (IE Fireball III = +3 damage) per target.
DMs should be aware of what a suitable radius should be.

Example:
Joe casts Fireball III at 2 Goblins.

He rolls 8 - 3 (Casting Penalty) + 4 (INT) = 9

Goblins try to dodge!

Goblins roll 16 - 5 (Stronger Opponent) = 11

DM determines that one of the goblins get caught in the blast! The only goes flying off onto the ground!

Damage: Rolls 17 + 3 (Spell Damage Level) = 20

Goblin is burnt to a crisp! It dies instantly!


Combat: Injury & Death
Before a DM session, all PCs with valid character sheets should declare whether or not they consent to player death. In my opinion, death should be avoided at all costs -- perhaps because of the sheer possibility of insanely unbalanced rolls. In this case storytelling should be used in favor of dice rolling. The DM should make the appropriate decision of when to ask for a roll or otherwise.

Likewise players should be fairly realistic in terms of injuries and gameplay. For example if Joe takes a 16 damage roll, he should be in serious pain and suffering, including multiple penalties to his actions.
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Gabriel Faith

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PostSubject: Gameplay   Tue Jun 08, 2010 4:37 am

Example Character Sheet
Joe the Average

Abilities
STR: +3 (6 points)
DEX: +2 (4 points)
CON: +2 (4 points)
INT: +0
WIS +0
CHA: +3 (6 points)

Skills:
Swordsmanship (Longswords): 5/7 (19 pts)
Riding: 8 (8 pts)
Shields: 10 (10 pts)
Lore: 5 (5 pts)
First Aid (Combat Injuries): 7/9 (25 pts)
Etiquette (Common): 5/7 (19 pts)
Climb: 5 (5 pts)
Swim: 5 (5 pts)
Search: 7 (7 pts)
Spot: 7 (7 pts)

Gear:
War Horse (20 pts)
Backpack (1 pts)
Enchanted Longsword II +2 Damage/Attack (10 pts)
Enchanted Roundshield II +4 Shield Check/-2 Movement (10 pts)
Travel Rations (1 pts)
Rope & Grapple (3 pts)
Healing Potion I (5 pts)

Class: Warrior (+3 combat-related checks)
Background: Veteran (+3 Dodge; +3 Melee/Ranged)


Joe leaves Eldarus on a journey to explore the ruins. However when he arrives he finds what appears to be the remains of a makeshift camp.

Joe rolls for searching: 18 + 7 (Search) + 2 (DM: Recent Camp) + 0 (WIS) = 27

Joe determines that the camp was set up recently. He knows that the style of the camp is primitive, shoddy, and clearly the work of indigenous people. He knows also that the scattered bones around the campfire are the remains of local game, small, like poultry. No crumbs. It must be those damn goblins again!

DM rolls 12 + 4 (Camouflage) = 16

Joe rolls 10 + 7 (Spot) + 2 (DEX) = 19

19 - 16 = 3

Joe knows he's being watched and raises his shield defensively.
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Gabriel Faith

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PostSubject: Re: Eldarus: Adventures -- Character Creation, Game Mechanics, Gameplay   Tue Jun 08, 2010 4:42 am

And yes, I did all this because I had nothing better to do. The idea and concept was fresh in my mind from discussion. Feel free to comment/complain.
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