You can choose to be either class, but there may only be one person per role.
You get to know your stats:
- Hit Points (HP): How much damage you can get before becoming unconscious.
Mana Points (MP): How many spells you can cast. Refills constantly, but slowly.
Strength (STR): The more you have, the more you break through the enemies' physical defense.
Attack Power (ATK): How much physical damage you deal.
Defense (DEF): How much damage is reduced when physically hit.
Magical Attack (MAT): How much magical damage you deal.
Magical Defense (MDF): How much damage is reduced when magically hit.
Dexterity (DEX): How good you can evade attacks, and how often you hit enemies.
Intelligence (INT): How powerful the spells you cast are. The more you have, the more you break through the enemies' magical defense. More INT also means faster MP regeneration.
Agility (AGI): How fast you attack.
Stealth (STL): How sneaky your character is. A high STL will cause your character to be able to steal from most foes without failing.
- Strength (STR): Makes it possible to carry certain heavy equipment pieces.
Dexterity (DEX): How good you can pick locks, how successful you are with pickpocketing, among other things.
Intelligence (INT): How good you can persuade people and find ways out of bad situations.
Stealth (STL): How good you are at sneaking around without other people noticing. Useful for going inside a forbidden place, for example.
- First, the agility determines the sequence of the characters. If more characters have got the same amount of agility, the sequence between them is always random.
Then, after the chars before you have all chosen an action, it's your turn. In your turn you can choose between some actions (see below). After your turn, the sequence goes on and after the character with the least agility it starts from the char with the most agility again.
- Attack: Physically attacks an enemy of your choice. (This is the standard action taken if the responsible player takes too long to post.)
Special Attack: You can choose between various attacks. All of them have something special. Costs SMP.
Spell: You can choose a spell you've learned and cast it. Costs MP.
Item: You can use an item.
Defend: Increases the chance of avoiding the next attack on you for a round. If you're hit, damage is reduced.
- Whether you hit is determined by adding a HIT Roll (goes from 1 - 20) to your DEX subtracting the enemy's AGI. If the number is greater than 0, you hit. The damage is determined by adding a DMG Roll (goes from 0 - 10) to your ATK subtracting the enemy's DEF. If the number is greater than 0, you do this much physical (or elemental/magical, depending on your weapon) damage.
The magical damage from a spell (or sometimes Special Attack) is determined by adding a DMG Roll (goes from 0 - 15) to your spell's DMG subtracting the enemy's MDF. Then, depending on what kind of damage the spell does, if the enemy is immune to it, you do absolutely no damage. If he's resistant against it, you do only 50% damage, if he's weak against it, you do 50% more damage. If the number is greater than 0, you do this much damage of the damage type the spell does.
PS: Spells always hit (assuming the enemy doesn't do Defend). There's no HIT Roll to that.
When you get a DMG Roll 10, you have a chance on doing a critical hit. The CRI Roll (goes from 0 - 10) decides if you do. Depending on the weapon you carry, you need at least a specific number to do a critical hit. If you have no weapon (punching), you need to do a 10. Otherwise, the weapon's description will show how much you need (AT LEAST) that you do a critical hit.
How does the defend system work?
Well, if you char uses Defend, you have a chance of avoiding the next incoming attack or spell (DEF Modifier: 7 - DEX Modifier, 1-10). If you roll higher than the DEF Modifier, you successfully avoided the attack. If you roll lower than the DEF Modifier, you only receive 50% of the damage. (DEX Modifier is based on the char's Dexterity.)
If you all become unconscious, it's game over for you. At that point a new adventure begins. Then you can either rejoin or let other people play. If all your enemies are defeated, you win the battle and can go on with the adventure.
Enemy stats will not be shown (except EXP points awarded and HP). But with an analysis spell you can check out different enemy stats. Also, you have the "Tome of Knowledge" with you, where you can see all your possessions, special attacks, spells and enemy stats.
- ABOUT SPELLS AND SKILLS:
- Obtaining spells:
The RPG's spells can be learnt from leveling up (magic-using classes) and spellbooks (rare items). Non-magic-using classes will gain a +10 increase to maximum Magic Points the first time they learn any spell.
The RPG's skills can be learnt from leveling up (any class) and skill books (rare items).
If you want me to create a character sheet for you, PM me.
Last edited by Shane on Thu Jan 31, 2013 1:58 am; edited 8 times in total