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!
|