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Game Mechanics

Only Three Counters -
    Every character and object in the game is tacked with three counters
    Hit Points (sustainability) - how long can it last in a fight, or taking damage
    Gold Points (worth) - what is it worth on the market to buy or sell
    Experience Points (capability) - 1,000 per level, transferred to objects XP to improve objects

    100 Character Points are awarded by the Game Master to help establish Character statistics.
    Players may use as many or as few Character Points as they desire - but never more than 100 Character Points.

    The Player assigns the 100 Character Points to the Three Counters any way they see fit.

    Assigned HP x 1 = Total Character HP
    Assigned XP x 15 = Total Character XP
    Assigned GP x 25 = Total Character GP

    When you are trying to determine creature or item base values - simply convert values back to Character Points
    Gold and Experience Points may not always convert exactly based on many factors

    Example:
    Healing Potion (10 HP - 150 XP - 250 GP)
    Torch (1 HP - 1 XP - 1 GP)
    Goblin Foot Soldier (6 HP - 90 XP - 150 GP)
    Spider Queen (96 HP - 1,245 XP - 2,400 GP)

    Living Creatures have Hit Points - and Items can sustain damage until they are rendered useless, or destroyed
    Living Creatures which have Experience Points yield all those points to the Player(s) involved in the battle

    Items may have a base Gold Points value which does not exactly equal the conversion of Experience Points
    Items may or may not be improved beyond their base Experience Points
        "I love lamp!" - Brick Tamland, The Legend of Ron Burgundy

Turns and Actions -
    A complete turn has two parts - The GM Scene Description, The Player Reactions
    The GM opens a scene and MUST provide the following:
        Scene Description, Scene Items, Scene NPCs, Scene Exits
    The Player Reaction may respond to any, OR ALL, of these post elements in a Player Reaction Post
    The Player must always perform actions IN CHARACTER
        Unless noted by (OOC) then actions and statements are assumed as In Character
    The Player attacking an NPC/Creature must calculate Battle Results of the first attack only, and submit the totals
        Likewise, the GM will calculate Battle Results for a counter attack, or an NPC/Creature attack on a Player
    The GM will compile Player Reactions to begin the NEXT SCENE / TURN
    The GM will also initiate the NPCs next action, and reveal the RESULTS of any Player Reactions

Battles / Encounters -
    Player Characters enter battle with HP + Armor XP
    Monsters/NPCs enter battle with HP + Armor XP
    Weapons for both opponents cause damage as rated by the amount of XP on the weapon

    Battle continues each round with a decision to attack (or flee)
    During the battle the Weapon XP is compared to the Hit Points + Armor XP
    Defender reduces HP+Armor XP by the Attacker Weapon XP - if more than 0 remains, continue
    Then the other side takes a shot!
    This ends one TURN / ROUND
    If no one flees ...
    Again, Defender reduces HP+Armor XP by the Attacker Weapon XP
    If 0 or less then that PC or monster/NPC is dead inside of this turn

    Following a battle turn the Surviving Opponent will RETURN TO FULL HP / ARMOR XP after one complete Turn Cycle.
    The next turn may begin a new battle encounter - and the PC may not yet be at full HP+Armor XP!  That is perfectly acceptable.
    At any point, the Player(s) or NPC may decide to forfeit battle, and state their action is to flee or leave battle.
    This may mean the difference between losing one's life - and earning a few gems and coins.

NEXT TURN:

Monday, Wednesday &
Friday at Midnight EST

( Player Turns due by 10:00 PM EST )

Great Resources!

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