RPG COMBAT MECHANICS



|nandosoft |

|RPG COMBAT MECHANICS |

|Extended Version |

| |

|Armando Alva |

|1/29/2009 |

| |

Contents

OVERVIEW 4

DEFINITION OF A TURN 4

VITAL STATISTICS 4

VITAL STATISTICS FORMULA 4

LUCK FORMULA 4

DERIVED STATISTICS 5

DERIVED STATISTICS FORMULA 1: HP & MP 5

DERIVED STATISTICS FORMULA 2: SPELL RESITANCE 5

DERIVED STATISTICS FORMULA 3: FORTITUDE 5

DERIVED STATISTICS FORMULA 4: EVASION 5

DERIVED STATISTICS FORMULA 5: REPUTATION & PERCEPTION 5

DERIVED STATISTICS FORMULA 6: ARMOR CLASS 5

SPEED FACTOR MECHANICS 6

SPEED FORMULA 6

CLASS TEMPLATE 6

CLASSES DEFINITION 7

WARRIOR 7

PRIORITY FACTORS 7

CLASS ABILITIES 7

SORCERER 8

PRIORITY FACTORS 9

CLASS ABILITIES 9

ROGUE 10

PRIORITY FACTORS 10

CLASS ABILITIES 10

ITEMS 11

ARMOR (NORMAL) 11

WEAPONS (NORMAL) 12

WEAPONS (MAGICAL) 12

TRINKETS 13

CONSUMABLES 13

Overview

This document tries to expand on the initial Combat Mechanics Document by explaining all of the current planned features as well as extending the required information of combat elements like races, classes, monsters, spells and items (magical and non-magical).

At the end of this document you will find some Mathematical Charts showing the various aspects of combat statistics.

definition of a turn

A turn is way for measuring time inside the combat phase; turns are measured individually for each character.

A turn has elapsed when a character retakes actions in the battle

Vital Statistics

Every character statistics are created by applying a stat calculation formula, this formula involves two variables: the CHARACTER LEVEL (LVL) and the PRIORITY FACTOR (PF).

The priority factor or PF is a value that indicates the importance of a given stat for any character, for example the Strength (STR) PF for a warrior would be 10 but for a Wizard would be 1.

Rules for using PF values on character classes:

• The PF values goes from 1 to 10, for character classes the PF values cannot be repeated.

• The sum of all of the PF values should not exceed 32

vital statistics formula

The formula for generating vital statistics is as follows:

(PF * LVL) + (2 * (LVL%3)) + (10 + LVL)

This formula applies to every VITAL STATISTIC with the exception of LUCK (LCK)

LUCK FORMULA

The formula for generating the luck value is as follows:

LOG(2^LVL) + 10

Derived Statistics

These set of statistics are calculated based on the initial status and using the DERIVED STATISTICS formula.

DERIVED STATISTICS FORMULA 1: HP & MP

This formula is used for generating the HIT POINTS (HP) and MANA POINTS (MP) for the selected character and it is as follows:

(CON / 2) + (CON.PF * LVL) + (CON.PF * 4)

Where CON is the Constitution value and CON.PF is the Priority Factor (PF) for the CONSTITUTION statistic.

DERIVED STATISTICS FORMULA 2: spell resitance

The formula for calculating Spell Resistance (SR) is as follows

(WIS / 2) + (3 * LVL) + 12

Where WIS is the Wisdom value

DERIVED STATISTICS FORMULA 3: FORTITUDE

The formula for calculating Fortitude (Fort) is as follows:

((STR + CON) / 4) + LVL * 2 + 10

Where STR is Strength and CON is Constitution

DERIVED STATISTICS FORMULA 4: EVASION

The formula for calculating Evasion (Eva) is as follows:

(DEX / 2) + (LVL*6) + 10 + SHIELD.EVA

Where DEX is Dexterity and LVL is Level and SHIELD.EVA is the Evasion value of the current equipped shield (if any).

DERIVED STATISTICS FORMULA 5: REPUTATION & PERCEPTION

The formula for calculating Reputation (Rep) and Perception (Per) is as follows

REP: (CHA/2) + (CHA.PF*LVL) +10

PER: (WIS/2) + (WIS.PF*LVL) + 10

derived statistics formula 6: ARMOR CLASS

There is no formula for calculating Armor Class (AC); Armor Class is derived directly for armor affecting items (Armor and/or Magical Items).

speed factor mechanics

The speed factor is a value that tells how much of a delay a certain character will get until receiving its next turn.

SPEED FORMULA

To determine how much it will take a character to attack again, the following formula is used:

ACTION.SPD - DEX / 30 + 10

Where ACTION.SPD is the speed value for the selected attack action

Speed is categorized in letters from A to F which are nothing but increments of 10 units in which A = 10 and F = 60

Class Template

Here is the basic framework for all the specific classes in the game

NOTE: Special and Ultimate ability are drawn from the characters class ability list.

Character unique ability only applies if the character is a Player Character (PC)

|Level |Benefits |

| |Special ability |

| | |

| | |

| |Special ability |

| |Ultimate ability. |

| | |

| | |

| |Special ability. |

| | |

| |Ultimate ability. |

| | |

| |Special ability. |

| |Character unique ability |

| | |

| |Ultimate ability. |

| |Special ability. |

| | |

| | |

| | |

| |Special ability. |

| |Ultimate ability. |

Classes Definition

A class is the main profession for Player Characters (PC’s), NPC’s and some monsters as well.

Here is the listing for all of the current classes in the game as well as their Priority Factors, Special and Ultimate abilities.

NOTE: SA means special ability, UA means Ultimate ability

TODO: ADD ALL DETAILS.

WARRIOR

Priority factors

|Basic Attribute |Priority Factor |

|STR |10 |

|CON |8 |

|DEX |6 |

|INT |1 |

|WIS |3 |

|CHA |4 |

Class abilities

|LVL |Type |Name |Cost |Speed |Damage |Description |

|4 |SA |Charge |20 MP |B |ATCK |Attack that allows to cover lots of|

| | | | | | |ground |

|5 |UA |Ultra Attack |-- |C |CRIT(FULL DMG ATCK) |Launches 3 critical consecutive |

| | | | | | |attacks to a single target at full |

| | | | | | |damage |

|8 |SA |Cleave Attack |10 MP |ATCK SPD + 1 |NORMAL OR SPECIAL ATCK |Deals the selected attack option to|

| | | | | |DMG |the front cells |

|10 |UA |Ultra Cleaving |-- |D |CRIT(FULL DMG ATCK) |Launches 3 consecutive critical |

| | |Attack | | | |attacks to the front cells at full |

| | | | | | |damage |

|12 |SA |Counter |-- |-- |ATCK |When attacked by a melee attack the|

| | | | | | |character get an automatic free |

| | | | | | |attack back to that target |

|15 |UA |Shatter Wave |-- |D |CRIT(FULL DMG ATCK) x 3|Launches a huge energy wave by a |

| | | | | | |swing of a weapon, the wave covers |

| | | | | | |a large area |

|16 |SA |Vigor |-- |B |-- |Doubles STR for 4 rounds |

|20 |SA |Assassinate |KILL |E |FULL TARGET HP |attack against a single target if |

| | | | | | |check against fortitude fails |

| | | | | | |target dies immediately |

|20 |UA |Energy Blade |Depends on |E |CRIT(FULL DMG ATCK) x 3|Like shatter but at the end it |

| | | |remaining HP| |+ 1d20 ATTACKS |launches against a single target |

| | | | | | |using CHARGE and dealing 1d20 |

| | | | | | |attacks |

SORCERER

Priority factors

|Basic Attribute |Priority Factor |

|STR |1 |

|CON |3 |

|DEX |2 |

|INT |10 |

|WIS |9 |

|CHA |7 |

Class abilities

|LVL |Type |Name |Cost |Speed |Damage |Description |

|4 |SA |Ice |10 MP |B |3d6 + 1d6 * LVL |Ice to single target |

|5 |UA |Multi Cast |20 MP + |SPELL SPD + 2 |PER SPELL |Cast selected spell to one target +|

| | | |SPELL MP | | |LVL targets |

| | | | | | |Chainable with others UA’s |

|8 |SA |Lighting |10 MP |B |3d6 + 1d6 * LVL |Lighting to single target |

|10 |UA |Max Cast |30 + SPELL |A + SPELL SPD |MAX DMG per SPELL DMG |Chainable with other UA’s |

| | | |MP | | | |

|12 |SA |HASTE |50 |B |-- |Reduces the SPD of the target by |

| | | | | | |half |

|15 |UA |Double Power |60 + SPELL |A + SPELL SPD |PER SPELL MAX * 2 |Chainable with other UA’s |

| | | |MP | | | |

|16 |SA |SLOW |50 |B |-- |Doubles the SPD of the target |

|20 |SA |Meteor |100 |C |25d6 + 1d20*LVL |Massive amount of meteors in a huge|

| | |Swarm | | | |area |

|20 |UA |Empower |80 + SPELL |A + SPELL SPD |Adds LVL d10 to the |Chainable with other UA’s |

| | | |MP | |damage of spell | |

ROGUE

Priority factors

|Basic Attribute |Priority Factor |

|STR |7 |

|CON |2 |

|DEX |10 |

|INT |2 |

|WIS |6 |

|CHA |5 |

Class abilities

|LVL |Type |Name |Cost |Spd |Damage |Description |

|4 |SA |Cripple Dash |10 MP |B |If attack hits negates |Last for (LVL +1) / 2 rounds |

| | | | | |target evasion | |

|5 |UA |Shadow |20 MP |A |20% miss change on attack |Ability lasts the entire combat |

| | | | | | |until killed |

| | | | | | | |

| | | | | | |if attack is critical miss change |

| | | | | | |is ignored |

|8 |SA |Backstab |15 MP |B |Per ATTACK + LVL(d6) |positions the ROGUE behind the |

| | | | | | |targets facing automatically |

|10 |UA |Ranged Backstab |35 MP |B SPELL SPD |Per ATTACK + LVL(d6) |Like Backstab but teleports from 12|

| | | | | | |squares away |

|12 |SA |Counter Attack |35 MP |C |Per ATTACK |Automatically counters any melee |

| | | | | | |attacker ,lasts |

| | | | | | |(LVL + 1) / 2 rounds |

|15 |UA |Multiple |70 MP |B |Per ATTACK + LVL(d6) |Like Ranged Backstab but up to 4 |

| | |Backstab | | | |targets at the same time |

|16 |SA |Nine Lives |30 MP |A |-- |If target under 10% HP and gets a |

| | | | | | |hit that would kill, the ROUGE |

| | | | | | |avoids the attack and restores the |

| | | | | | |lost health. |

| | | | | | |Lasts 9 times or 9 rounds |

|20 |SA |Assassination |50 MP |B |-- |If target under 20% HP dies upon |

| | | | | | |hit |

|20 |UA |Assassin’s Mark |100 MP |D |-- |All attack against the target are |

| | | | | | |critical. |

| | | | | | |Last the entire combat |

CLERIC

Priority factors

|Basic Attribute |Priority Factor |

|STR |4 |

|CON |8 |

|DEX |2 |

|INT |5 |

|WIS |8 |

|CHA |5 |

Class abilities

|LVL |Type |Name |Cost |Spd |Damage |Description |

|4 |SA |Bless |15 MP |C |10 * LVL to all stats |Lasts (LVL + 1) / 2 rounds |

|5 |UA |Searing Light |20 MP |D |4d12 + 2d6 * LVL |Affects all demonic and undead |

| | | | | | |creatures only |

|8 |SA |Cleanse |10 MP |B |-- |Removes all status ailments of |

| | | | | | |friendly target |

|10 |UA |Resurrect |50 MP |D |-- |Revives one dead friendly target |

| | | | | | |with 10% of total HP |

|12 |SA |Shield |20 |B |-- |Adds 10 + LVL * 10 damage reduction|

| | | | | | |Lasts 3 rounds |

|15 |UA |Multi Cast |20 MP + |SPELL SPD + |PER SPELL |Cast selected spell to 1 + LVL / 2 |

| | | |SPELL MP |2 | |targets |

|16 |SA |Barrier |20 |B |-- |Adds 10 + LVL * 10 spell resistance|

| | | | | | | |

| | | | | | |Last 3 rounds |

|20 |SA |Guardian Angel |200 |C |-- |Restores HP / MP to the entire |

| | | | | | |party |

|20 |UA |God’s Avatar |-- |A+ | |Transforms into AVATAR |

| | | | | | |Lasts 10 rounds |

| | | | | | |CLERIC is CRIPPLED after spell’s |

| | | | | | |effect |

Items

Here are the details for the various items which are categorized in 3 basic types:

Armor, Weapon, Trinket and Consumable

ARMOR (NORMAL)

|Name |Damage Reduction |Dexterity |Usable By |

| | |Penalty | |

|Leather |5 |None |WARRIOR |

| | | |ROGUE |

|Studded Leather |20 |5 |WARRIOR |

| | | |ROGUE |

|Chain |30 |15 |WARRIOR |

| | | |CLERIC |

|Plate |60 |30 |WARRIOR |

| | | |CLERIC |

ARMOR (MAGICAL)

|Name |Damage Reduction |Dexterity |Usable By |

| | |Penalty | |

|Black Scales Leather |30 |None |ROGUE |

|Elven Chainmail |60 |None |CLERIC |

|Dragon scales Plate |120 |15 |WARRIOR |

WEAPONs (NORMAL)

|Name |Damage |Range |Speed |Usable By |

|Dagger |1d4 |Melee |A |WARRIOR |

| | | | |SORCERER |

| | | | |ROGUE |

|Short sword |1d6 |Melee |B |WARRIOR |

|Long sword |1d8 |Melee |C |WARRIOR |

|Two handed sword |2d10 |Melee |D |WARRIOR |

|Staff |1d6 |Melee |D |WARRIOR |

| | | | |SORCERER |

|Mace |1d8 |Melee |B |WARRIOR |

| | | | |CLERIC |

|Spike flail |1d12 |Ranged (2) / Melee |B |CLERIC |

|Short bow |1d6 |Ranged (6) |B |ROGUE |

|Long bow |1d8 |Ranged (6) |B |ROGUE |

WEAPONS (MAGICAL)

|Name |Damage |Range |Special |Speed |Usable By |

|Flame Blade |2d12 + 2d6 |Melee | |B |WARRIOR |

| |Fire DMG | | | | |

|Staff of Magic Bolts |1d8 (melee) |Melee / Ranged (6) | |C / B |SORCERER |

| |2d8 (range) | | | | |

|Sacred Mace |2d10 |Melee |Gives Restoration aura |A |CLERIC |

| |5d10 vs Undead | | | | |

|Lighting Bow |2d12 |Ranged (12) | |A |ROGUE |

TRINKETs

|Name |Bonus |

|MAGIC MEDALLION |+10 to all attributes |

CONSUMABLEs

|Name |Speed |Usage |

|Minor Healing Potion |A |Heals 50HP to target |

|Minor Mana Potion |A |Restores 50MP to target |

|Healing Potion |A |Heals 100HP to target |

|Mana Potion |A |Restores 100MP to target |

|Mayor Healing Potion |A |Heals 250HP to target |

|Mayor Mana Potion |A |Restores 250MP to target |

|Antidote |A |Cures Poison |

|Elixir |A |Full HP/MP to target |

|Holy Water |A |Cures all status ailments |

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