Step 6: Edit your Stats

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Step 6: Edit your Stats

Post by -Mazer on Sat Oct 15, 2011 8:02 am

We will be using the following Stats for the game.

Hit Points Your Total Health
Magic Points How many Spells you may Cast Per Day
STR Your Strength determines how much damage your attacks cause
DEF Your Defense determines your blocking ability in combat
AGI Your Agility determines your Dodging skill
PER Your Perception determines how well you observe your surroundings
PSN Your Personality determines how people interact with you

You start the game with 100 Hit Points
If you can use magic, you get 5 Magic Points
You are given 20 points to distribute among STR, DEF, AGI, PER, and PSN.

Please see Below to understand how Stats work.


Last edited by -Mazer on Thu Oct 20, 2011 3:03 am; edited 1 time in total

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STR and DEF

Post by -Mazer on Wed Oct 19, 2011 8:05 am

The points you put in STR and DEF will act as your default value for Attacking and Blocking.

The Default Value is the number you add your Weapon or Armor modifiers too.

STR Example

My STR is 5. I am using a dagger that is 1D8 for Damage.

I attack Robbi with my dagger. I roll 1 dice with 8 sides and get a 3.

5(STR) + 3(Dagger) = 8

I cause 8 damage to Robbi.

DEF example

Robbi has a DEF of 5. He is using Leather Armor which gives 1D8

He blocks my dagger. He rolls 1 Dice with 8 sides and gets a 2.

5(DEF) + 2(Armor) = 7

8(Mazer's attack) - 7 (Robbi's block) = 1 point of damage.



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Agility, Perception and Personality

Post by -Mazer on Wed Oct 19, 2011 8:16 am

Agility, Perception, and Personality are all governed by a Default Dice Roll The points you add to these three traits will be the modifiers for what you roll. The total between the two will determine if you succeed at what you are doing, or how well others are fooled by what you are doing.

Please note, many skills give bonuses to these traits but Only if you are doing the action that allows the bonus. For example, Pickpocketing only gives AGI bonuses to when you pickpocket. Nothing more.

You all start with 1D5 are your default dice roll.

PER Example

I put 5 points into my Perception. As I wander the forest, I decide to examine my enviroment to see if I notice anything unusual.

I roll a 1D5 and get a 3.

I then add my PER to the dice.

3(Dice) + 5 (PER) = 8

I get a slightly above average result which the dungeon master will use to determine what you notice.

Dodging Example

Dodging is the attempt to completely avoid enemy damage altogether. However, if you fail at dodging, you get hit with the full brunt of the attack.

Dodging is operated by your Agility. To dodge an attack, you must combine your Default Dice and your AGI points and total over the Attack Damage.


Robbi attacks me for 10 damage.

My Agility is 5.

I roll the 1D5 and get a 4.

5(AGI) + 4(DICE0 = 9

I fail in dodging and take the full 10 points damage.

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AGI with Crafting

Post by -Mazer on Thu Oct 20, 2011 3:15 am

Skills Example

When you are attempting to Craft something, you may notice that you'll need to roll for Agility.

This is to determine the Quality of the item you are crafting. The higher the quality, the more it will sell for and the least likelyhood of it breaking during combat or normal wear and tear.

For example:

If you use the skill Counterfeit to forge money, you get +2 to Agility.


The higher the total number, the better your counterfeit.


So, I want to forge some gold. Here is how it plays out.

1D5(default) + AGI (5) + 2(Counterfiet Ability)

I roll a 3.

3(dice) + 5(AGI) + 2 (bonus) = 10.

Which is a decent attempt at forgery.



Crafting Weapons & Armor

When you try to craft weapons or armor, you first need to make sure you have the right ingredients. For example, you need to collect Bone in order to make Bone armor.

In these cases the higher the number rolled = the higher the quality.

Let's use a Dwarf's abilities in Steampunk for this.

I want to make a Steam-Powered rifle.

1D5 (default) + AGI + Species Bonus

4(dice) + 3 (AGI) + 2 (bonus) = 9

A semi-decent quality rifle.



And that's it for the examples! Very Happy

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Re: Step 6: Edit your Stats

Post by Lunacy on Fri Oct 21, 2011 4:50 am

So do we have base traits? Like all points start out at 5 and we distribute the 20 you give us among that? Or is it 0 and we distribute the 20 from there?
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Re: Step 6: Edit your Stats

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