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| Role Play Lite; A dice based role play system. | |
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| Topic Started: May 18 2009, 12:09 AM (47 Views) | |
| Vexar | May 18 2009, 12:09 AM Post #1 |
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Role Play Lite Introduction Welcome to Role Play Lite. Some of you may have known this as "Dungeon Crawl Lite" That name has been changed as this system doesn't just focus on dungeon adventuring. This role playing system focuses on being open to every genre of role playing, from fantasy and science fiction to realistic and modern. The biggest tool Role Play Lite brings to you is the ability to set up a role play with combat and non-combat oriented challenges, in a relatively short period of time. In other systems, such as Dungeons & Dragons, you end up spending hours preparing to play with just your character; imagine what the game master goes through! This system allows for the same depth of character creation with extremely little time needed. Games such as Warhammer bring realistic combat to the table but there is quite a large amount of math going into the process, and in other role playing systems you must roll a multitude of dice. Role Play Lite simplifies combat to its core, also only needing one twenty sided dice! Role Play Lite focuses on keeping a very balanced form of game play and character creation, without limiting the imagination of the players. On top of that, Role Play Lite offers a system that players can get together and play without the need of a game master. With combat being simplified this system allows for player versus player fighting and experience, as well as player versus everything. The core to this, is that the person who would normally be stuck being the game master, now gets to be part of the action. That doesn't mean you don't have to play without a game master, in fact this is extremely game master friendly as well! Role Play Lite offers many things, but the ability to set up and play in very little time is the most amazing part of the system. With that, the 'rules' are extremely simple to look through; this is truly a system that any fan of role playing can pick up and play in a matter of minutes, even without having the experience of table top or dice based games in the past. Needless to say, enjoy your experience, if you have any questions or feedback please send and email to adventamp@gmail.com Chapter Selection Character Creation Leveling and Advancing Combat Ability Creation Weapon Creation Armor Creation Encounters and Rewards Adventures and Campaigns Monsters and NPC Creation Edited by Vexar, June 12 2009, 11:59 AM.
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| Vexar | June 12 2009, 11:53 AM Post #2 |
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Character Creation Characters revolve around three basic statistics. These are called your "Base Stats". Lets go over what these stats are, and how to determine their value (or number).
Now, let's start getting the numbers for these stats. First, each stat has 1 point in it automatically. After that, you have 6 points left over (for a total of 9 points). You may put those left over 6 points in any of the stats, however you wish. Just keep in mind that the more you have in a stat, the better you are at it, the less you have in one will make you not so good at it. In this example we are going to make a gunslinger. He needs dexterity, smarts, and accuracy to be able to put his bullets in his target. So he will focus on Mind. He also has some hand to hand skill, so body will be his next stat; with soul coming last. Mind- 6 Body- 2 Soul- 1 This gives the gunslinger quite a bit of speed and dexterity. He also has just enough points in body to help him survive a few extra blows. There are still a few more stats to come up with. Now that we have our base stats, we can move on. Next we should come up with Hit Points (HP). In other words, the number of times your character can be hit, until they are knocked out and dying. To get your HP you just add 5 + how many points you have in Body. In this case the gunslinger would have HP:7 (5 + 2 Body) The next stat is Defense (D). This is what your enemies must roll on a twenty sided dice (1d20) to be able to hit you. To get this you just add 10 + the amount of points you have in Mind. And again, in this case the gunslinger would have D:16 (10 + 6 body). So this gunslingers' character sheet now looks like this: Mind- 6 HP-7 Body- 2 D:16 Soul- 1 What about players with high soul? Well, you get to make a choice. You can replace your HP of 5+Body, with 5+Soul -or- you can replace your D of 10+Mind, with 10+Soul. There are still two important numbers to come up with. These are your melee attack power (Melee) and your ranged attack power (Ranged). These give you a boost in combat to your ranged attack rolls, and your melee attack rolls against your enemies. Melee is determined by taking your points in Body and dividing that by 2. If it is an odd number and comes up as a decimal or fraction, just round it down to the next number**. Ranged uses the same method, but uses Mind instead of Body. So the gunslinger's character sheet now looks like this. Mind- 6 HP-7 Body- 2 D-16 Soul- 1 Melee: +1 Ranged: +3 Once again, if you use your high Soul stat, you get to make a choice. You can replace the Melee of Body/2 with Soul/2, or replace your Ranged of Mind/2 with Soul/2. As you can see, these have a + symbol in front of them. This is because you add them to the corresponding attack rolls. So for a melee attack from the gunslinger, he would roll 1d20 +1. If he rolled a 12, it would actually be 13 because of the +1. The same goes for ranged attacks, just using the Ranged stat. **Odd numbers like 3 come up to 1.5, remember to round down. This would make it a 1. For now, an example character sheet would look something like this: |
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| Vexar | June 12 2009, 11:54 AM Post #3 |
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Character Advancement and Leveling Most game masters will require you to start off at level 1. To advance in in this system, you are required to gain fourths of levels. As you can see on the Character Sheet above. Everytime you gain 1/4th a level you just check it off. Once all four are checked, you gain a level! Player vs Player experience Player versus player experience is a must try. This is the ultimate way to challenge your character's skill. Thus, player versus player has it's own way of leveling your character. It is called Matching. In matching, you look at both characters' levels and decide how fair the battle is. Out Matched: This is when one character is one level or two levels below the other character. Even Match: This is when both characters are the same level. The battle is perfectly balanced this way. Unfair: This is when one character is three levels or more below the other character. Out matched experience awards 1/4th a level to the highest level player if they win; if the lower level player wins, they gain a full level. Even matched experience awards 1/2 a level to the victor. Unfair awards no experience to the higher level player if they win, but the lower level would gain two levels if they win. Player vs Everything experience Much like player versus player, when a character adventures they deserve experience for their time and effort. Thus, your character doesn't just gain experience from combat. I feel that every time your character successfully completes a task or job that took a considerable amount of time and effort, should be rewarded. This is how I came up with the next system of leveling. It follows through with it's simplicity and having only three variations of rewarding. Difficult: Adventures filled with challenge that push the character's to their best, or worst; give you one full level of experience. Typical: Adventures that aren't easy but take time, and use up your character's resources; give you half a level of experience. Mediocre:Adventures that are rather simple only award you one-quarter a level of experience. Combat should be rewarded in the exact same fashion, only if you decide not to include it in an adventure reward. Now that we have basic experience plan laid out, you need to know exactly how leveling effects your character. When you first start off you have to set up your base stats. You start off with 2 AP (Ability Points) these will be explained later. Also, you start off with 3 EP (Equipment Points); these will be explained later, as well. When you level up you are granted 2 more AP and 3 more EP every level. Every time you hit an even level (2,4,6,8,etc...) you get 1 point to add to any base stat you want (Mind, Body, or Soul). That is all there is to leveling. Next I will explain combat, so the following sections after that will be easier to understand. |
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| Vexar | June 12 2009, 11:55 AM Post #4 |
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Combat The first thing we need to understand in combat is range, and movement. This diagram represents you. The circles around you represent your personal space, your 'bubble'. This bubble is always the same, always around you. Enemies move in and out of it, just like you move in and out of others' bubbles. Simple enough, right? No need to worry about maps, or measurements. It's as simple as, you have yourself and a weapon. If your weapon can reach what is in front of you, you can try to hit it. Anything beyond your bubble is out of reach, anything behind you cannot be targeted. So, you can only fight what is in front of you and within range of you. Not to mention, your weapon has to be able to reach the distance of your target. Since you can only target what is in front of you, just try to remember these simple explanations for range: Far Range: This is beyond melee combat so only ranged attacks can be made. Mid Range: This is within both ranged and melee attack ranges, as long as you have a weapon that reaches into mid range. Close Range: Regardless of your weapon, all attacks here use melee stats. With that understanding of relative range. Let's go over how you can move in combat, and what you can do.. Combat Actions On your turn you have a total of three actions you can make; one major action (attack), another major action (move), and one minor action. You are able to trade off major actions for minor actions, but you can never trade minor actions for major actions. Major Actions Attacking: Making an attack on your turn is considered a major action. You can only attack once per turn, unless you have an ability that states otherwise. Movement: You may move one range by using movement as your major action. You can move as long as you have a major action to spend. You can also trade off your major attack action to make an extra move action. (Never visa versa though.) Pass Opponent Far Range: You can try to get behind your opponent in far range by spending two major actions. This does not provoke a counter attack. Pass Opponent Mid Range: You can try to get behind your opponent in mid range by spending one major action. Doing this will provoke an immediate counter attack. They get to roll to hit you, if they hit you, you do not get past them. Draw Weapon: To ready your weapon you must use a Major action. Minor Actions Pass Opponent Close Range: You can spend your minor action to slip behind your opponent in close range. Just like Mid Range passing, they get to counter attack immediately. If they hit, you don't pass. Reload: To reload a weapon you must use a minor action. Now that you have an understanding of range and combat. We can go over the actual combat itself! Hitting and Damage Basically, to hit your opponent, you must roll a twenty sided dice (a 1d20). Your target number is their Defense score, their D. Of course, it isn't as random as that. You have quite a few numbers you can add to make your hitting 'accurate'. Let's go over the basics first. To hit with a ranged weapon, you must have a weapon that reaches where they are. You would roll a 1d20 + Ranged (Ranged Attack Power). To hit with a melee attack, you must be able to reach your opponent. You would roll a 1d20 + Melee (Melee Attack Power). If you hit your opponent you would take away 1 HP. HP is how many times you, or your opponents, can be hit before falling unconscious, and being killed. If you ever roll a natural twenty on the dice, you are allowed to make a fatal strike. This means if you ever roll exactly 20 on the 1d20, without adding any bonuses to it (the dice itself must say 20) you roll another 1d20. If you roll 19 or 20 on that second roll you instantly kill your foe (Or reduce a player to 0 HP). As this would be a fatal strike. (A blow to the head, neck, spine, etc...) If you do not roll a 19 or 20, you deal double the damage you would normally deal. That means, if you would only hit for 1 HP you instead hit for 2 HP. If you had a weapon or ability that allowed you to hit for 2 HP or more you would double that damage, in this case deal 4 HP of damage. Hitting your Opponent from behind As you saw earlier, you are able to try to get behind your opponent. If you try to get behind them at mid or close range, they get to roll for a counter attack. If they miss, you get behind them, if not, you are stuck in close range of them. When you do make it behind them, you are only attacking their D + their armor. Their mind will no longer apply to their D. So this make it MUCH easier to hit them. Let's say they had a D of 18 (10 + 2 armor + 6 body) This means you would only aim for a roll of 12 or more if you are behind them. Death and Dying If you are ever brought to 0 HP you are knocked out and dying. When you are knocked out, you can only do one thing on your turn, and that is prevent death. You have three tries to prevent death. To prevent death you must roll a 1d20 and get a 15 or higher. If you fail all three times your character dies. The rules for coming back to life after you have died are explained later. If you ever bring a NPC (non player character) or Monster to 0 HP they are killed, unless you state you are only knocking them out. The reason for this rule is for flavor. Meaning, those of you who like to role play with alignments like good or lawful. You would rather incapacitate your opponents than kill them. This also helps if you have to interrogate someone later. Players can also assist you in preventing your death. In order for another player to assist you, they must give up all of their major actions to aid you. Then they are able to add their total Soul Score to your preventing death roll. They do not make the roll for you, they simply offer their power to help you. |
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| Vexar | June 12 2009, 11:55 AM Post #5 |
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Ability Creation At level 1 you start off with 2 AP(Action Points) these are spendable on making abilities for your character. The concept is rather simple, you can make more than one ability if you have enough AP to do so. Or, you can make one really strong one. I'll explain the differences below, after I list what you can make abilities with. It is best you begin reading this after you have learned the basics of combat. That way you understand how to make abilities more useful in combat. At level one you start of with two Action Points (AP). These are used to make balanced abilities for your character. The concept is easy enough to understand. If you have enough AP you can make more than one ability, or if you have enough you can make really strong abilities. The differences are explained below as well as a full list of buy-able "parts". Terms Cool Down-This ability cannot be used again for one round. You must also sacrifice your a Major Action - Attack, on your next turn. Prepare-You must sacrifice all Major Actions during the turn you prepare an ability. Sacrifice- You must sacrifice your Minor Actions during the turn you use this ability. To make an ability you would use the following template. Name - Cost Preparation/Cool Down/Sacrifice (If any.) Description Sacrificial Parts Extra Major Action - Move. Cost 1 AP (Sacrifice) You may sacrifice your Minor Action to make an extra Move action during your turn. Add an extra point to hit on your melee attack roll. Cost: 1 AP (Sacrifice) This adds +1 to your attack roll on a melee attack. Add an extra point to hit on your ranged attack roll. Cost: 1 AP (Sacrifice) This adds +1 to your attack roll on a ranged attack. Preparation Parts Shift your opponent one range. 1 AP (Prepare) You are able to pull or push your opponent one range distance. Deal an extra point of ranged damage. Cost: 2 AP (Prepare) This deals one more damage to your enemies HP from your ranged attack. Extra Major Action - Attack. Cost: 2 AP (Prepare) This grants you the ability to make another attack during a turn. Cool Down Parts Prevent your opponent from moving one range. 1 AP (Cool Down) You are able to stop your opponent completely during their next turn. Deal an extra point of melee damage. Cost: 2 AP (Cool Down) This deals one more damage to your enemies HP from your melee attack. Modifying Parts Convert a Cool Down into a Preparation. Cost: 1 AP In your ability description you are allowed to replace a Cool Down of one ability with Preparation instead. Convert a Preparation into a Cool Down. Cost: 1 AP In your ability description you are allowed to replace a Preparation of one ability with Cool Down. Subtract a Cool Down from an ability. Cost: 2 AP In your ability description you are allowed to remove a Cool Down of one ability. Subtract a Preparation from an ability. Cost: 2 AP In your ability description you are allowed to remove a Preparation of one ability. Example abilities at level one would be: Death Strikes - 2 AP Preparation Vexar swings twice at his foe, in a crazed attempt to finish him off. -Or- Telekinetic Force - 1 AP Preparation Vexar uses the planes and his soul to push or pull his foe. Accuracy - 1 AP Sacrifice Vexar takes a short moment to aim his pulse gun for a sure strike against his foe. -Or- (For combination abilities.) Mind Numb - 2 AP Preparation Vexar stops his foe from being able to move with mind numbing force from his soul. The reason the final ability costs 2 AP is because I used the part of being able to stop my opponent from moving for one turn, and the part that allows me to trade a cool down for a preparation. Healing If you wish to heal, you must make an ability to heal. It costs 2 AP. When you make it you must choose to make it depend on a cool down, or a preparation. You will never have to make this ability again, but in order to heal you must have it. The amount healed is 1 point for every two points you have in Soul. If you are not healing yourself, or your target is not close to you, you must roll a 1d20 plus your Soul. It has to match or surpass their D minus two at far range, or match/surpass their D minus four at mid range to be a successful heal. For Example: Character 1 has 6 in Soul. The target he wants to heal is at Mid Range to him. Their D is 18. At Mid Range he would subtract 4 from their D. All he has to do is roll 14 at mid range to heal him 3 HP. At long range he would have to roll 16 to heal him 3 points. |
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| Vexar | June 12 2009, 11:55 AM Post #6 |
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Weapon Creation Unlike most other games, weapons do not determine the amount of damage dealt instead you get them based on accuracy and to give you distance advantages. The system for weapon creation was made to be as easy as possible to open up as many possibilites as you desire. For every weapon you aquire it can only have two points spent to make it. 1pt +1 on roll to hit Ranged 1pt +1 on roll to hit Melee 1pt Increase weapon range to Mid-ranged 1pt Increase weapon range to Far-ranged Melee weapons can never be far ranged. When striking with a melee weapon in mid range, you must use your ranged attack roll. When striking with a ranged weapon in close range, you must use your melee attack roll. (Abilities can be made to change this rule for your character.) Example weapons would be. Flail(Melee): +1 Melee Distance, +1 to hit Ranged. Longbow(Ranged):+1 to hit Ranged, +1 Range Distance. Pistol(Range): +1 to hit Ranged, +1 to hit Ranged. |
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| Vexar | June 12 2009, 11:55 AM Post #7 |
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Armor Creation With armor I wanted a chance to allow people to help different aspects of their character. In this case you can only have three different pieces of armor on at one time. This is called your Armor Slots. The three different locations are Head, Body, and Ligaments. Only one type of armor can fill each slot. I will explain them further in a moment. To make armor, you first have three EP(Equipment Points) to use at level 1. You gain three more with every level you grow. Each piece of armor costs three points to make. At first you can only make armor with these attributes: +1 to your HD +1 on roll to hit Ranged +1 on roll to hit Melee. At level 2 you will get 3 more EP You can spend them on enhancing your preveous armor, making something a +2 or you can make a new piece of armor to take another slot up; +1 to one of the other three stats you haven't made. You can never mix two bonuses on one piece of armor, each different bonus means you must use another slot. An example of a level 1 armor being upgraded would be. Level 1-Body: +1 to HD Level 2-Body: +2 to HD or Body:+1 to HD; Ligaments:+1 on Ranged attack rolls. At level two you will have built up a total of 6 points into your armor. You can destroy or get rid of your old armor permanently and make new armor to gain one of the following bonuses instead: +1 Melee damage +1 Ranged damage At level three you are able to destroy your old armor and get: +1 to Mind +1 to Body +1 to Soul As you progress you can continue to modify and change your armor as you need. However, you can only change it when you level your character. Once you have made it, it remains to be that way until you level again. |
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| Vexar | June 12 2009, 11:55 AM Post #8 |
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Encounters and Rewards As you have already read in the Character Advancement and Leveling section, experience for player versus everything is given based on how easy or hard a task or encounter is. First you need to understand that role playing doesn't just revolve around combat. Characters need to solve problems, disarm traps, perform difficult tasks in order to make it toward their goal. Keep this in mind when you plan on designing your encounters. Encounters are combat or tasks that will challenge the characters, then award them experience. The most common types of encounters are: Combat, Disarming Traps, Solving Puzzles, and Escaping. That list isn't set in concrete as there are many things you can award your group XP for. The next thing we must understand is that DCL doesn't require a Game Master. This means you can play with just two people if you really wanted! Instead of having just one GM you are able to assign different tasks across the group. I recommend at least three players, but four is the best minimum. Here are some tasks you might want to assign to eachother. Rolling Dice for the NPCs and Monsters Rolling to see if encounters do or do not happen. Keeping track of story. Keeping track of xp and rewards. I prefer to split rolling dice between two players, and have them take turns rolling for the monsters in a battle. This will keep things fair, and fairly random. Before designing encounters, remember to get your monsters and npcs ready. Go ahead and at least get their stats and abilities together. That way you know how much xp is going into the encounter. I feel it is best to build an xp 'Pool' It should never award more than one level to each player per encounter. So if you go past that, you're giving the players too much; or making it too hard on them. A good example would be: We have four players. That means I have 16 quarters of experience I can award before they all level up. A Difficult challenge would give them all one level, that would be a hard fight. If you are looking for something that is mid-adventure or beginning. Don't make it that hard. In this case, it's going to be a typical challenge. So that means I only have half a level to work with (8 quarters of XP). So I could just toss in four solo monsters. I like to make things fun though, so two solos, a controller, and ten mobs would make a heck of a mid way battle; without being too hard. With that, I can say screw keeping track of the XP I know that if they survive the encounter, they all gain half a level of XP. Simple as that. The same would go for creating a non-combat encounter. Perhaps you would like to have the players have to disarm a device before getting further somewhere. A typical challenge would involve all of the players. Perhaps they must combine their strength and lift one object onto another. They could all roll 1d20 and add Body to it, they must reach a target number or fail. Typical challenges would give them a chance of 2 out of 3 to complete it. Difficult would be only one chance. Mediocre would allow them as many chances they want. In all reality, you should only gain one level per adventure. However, that changes in campaigns or large scale adventures. You can read up more on that in the Adventures and Campaign section. If you do things in encounters, and make up the groups; it should be very easy to keep track of XP. It's as simple as, if the players made it, they get this set amount of XP. It's best to award XP during down times, while the characters are taking a break or nothing particular is happening. So things can be adjusted and changed while everyone role plays. |
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| Vexar | June 12 2009, 11:56 AM Post #9 |
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Adventures and Campaigns Seeing that this can be played with or without a gm, all the points I will make will be made assuming that there is no GM. For those of you that want to GM, assume that the roles and points I make are your responsibility to keep track of. After all, a game master is the adjudicator, world, and ruler of the games they run. If you have not browsed through the encounter and rewards section yet, that is fine! Just make sure to do so after reading this, and before you intend to start up a group to game with. A few things to remember before we encounter is, you should remember that adventures are short and can be played in a small amount of time; campaigns are meant to be played over long periods of time with a few sessions. When deciding on an whether or not to run a adventure or campaign, see how much time you all have to play. If it's only about two hours, maybe you should stick to adventures. Creating campaigns takes time, as you need to create more information. Adventures need only a little information to start, if you have someone keeping track of that information, then you can build a campaign world as you go along from adventure to adventure. This will take one small adventure and eventually turn it into a fleshed out campaign. In the Encounters and Rewards section it was mentioned that you should only gain one level per adventure. It's perfectly fine to gain more than that, as two typical encounters would gain you a full level. Typically adventures need three encounters. Perhaps you should break things down into two easy encounters, and one typical encounter. Or have a lot of role playing, then a difficult encounter. Break it up how you wish. If you do things in threes, it's a little easier to have a beginning encounter, middle, and ending. Once you find a group of players, have everyone come up with a basic setting and story. This will help you come up with a goal for your adventure, or more than one for a campaign. The key to a great role play is that all the players are immersed and engaged. You don't need a ton of information and description for your game. You just need to come up with the very basics. After that you can role play the details out. You are a team with the rest of the players, as a team you need to decide on who gets what roles. Someone needs to take over keeping track of information, from places and things, to rewards and encounters. It's best to have two people doing this. Put one in charge of places and things, and the other in charge of rewards and encounters. Other players need to worry about things like goals and story. Those players need to keep track of the journey as events unfold. This way everyone is part of the game, and part of the story; everyone gets a specific and extremely important role. Make sure that everyone has a copy of the information as well, should a player not be able to make it. (Google Docs is one of the best ways to do that without having to rewrite or copy paste/reprint stuff.) The most important part of all of this is that you need to come up with the content as you go. Start everything off with your ideas, everyone vote on what they like best; or choose a storyteller. I typically prefer to jot down some ideas and go from there. If I have an idea about jungles, kingdoms, and wars. I might go with a tribal nation at war with a 'civilized' nation. Perhaps the tribal nation might have a weapon that needs destroyed or disarmed. This would be the basis for my first adventure. Out of that, I would get with my encounter person. We would make a few monsters and NPCs, out of that we'd make 3 encounters. From there we will play, filling in the blanks and description through role playing. This is an excellent way of role playing as well because all of the content will be fresh and new; rather than just typing it up from notes or copy and pasting (Or reading it off of paper.) |
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| Vexar | June 12 2009, 11:56 AM Post #10 |
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Monster and NPC Creation (Under Construction) Monsters and NPCs are rather easy to come up with, mainly because they follow the exact same creation process as creating characters. They should take only moments to come up with. The real issue comes with determining how much experience they awards. Much like player versus player combat everything is awarded in quarters. For this, much like the other relative terms, there is a system that easily determines what kind of experience is awarded. Each type of NPC or monster has a label, they are as follows: Mob, Solo, Elite, Controller. Mobs: Reguardless of the stats and level a mob may have, it only can be hit one time. These are usually used when you need to have tons of monsters or npcs out, for crowd scenes, swarm fights, and military type battles. At that, mobs award one quarter xp per every five kills. Mobs do not get any ability points to use. They only carry armor and weapons. Solos: These guys are formidable opponents when fighting one on one. They are created exactly like a character. They award one quarter xp to everyone in the party every time two are killed. If it is a one on one fight, they award one quarter xp to the person who fought them. Elites: Don't mess with elites, not by yourself. Reguardless of their level and stats, they have twice as much health, and deal double damage. They reward three quarters of xp to the whole party. If someone kills one by themselves they award a level and a half. Elites are only counted as elites if they are the same level or above the highest level party member. Elites get an additional level worth of ability points. This means at level one they should have 4 ability points, at level 2 they should have 6 ability points. Controllers: These are the guys you need to go after in a fight with a lot of mobs. They have stats exactly like Solos, in fact they ARE solos. However they are typically surrounded by mobs, and lots of them. They gain the ability to control their mobs once per turn. When you kill them, mobs tend to break apart and scatter. They award one quarter xp to everyone in the party, regardless of how many people are in the party. This is still under heavy construction! Any feedback you have is welcome! If you are interested in playtesting, please send me a message here or at adventamp@gmail.com |
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