Post by Carric on Sept 18, 2011 12:17:28 GMT -6
Sometimes it's difficult for players to agree on the result of a character's action, and you need a little bit of randomness and stats. Therefore, in Thronehold RPG, there are several statistics: Skill, Stamina, Luck, and Magic. More about these will be explained later.
In the event of a fight between characters (Player characters or NPCs), either a moderator will be there (in the case of a Quest, which is always run by a moderator) or the players must contact a moderator. The moderator will handle all of the rolling and such, but will need to know both player's statistics which is why you MUST have a link to all of your character sheets in your signature with the name of the character next to the link so I don't have to go hunting through all of them.
First, the aggressor decides their action. It can be movement, attack, a Daring Feat, or magic. Movement goes without saying and can be done as much as you want on your turn in addition to the other action, with one exception: You cannot attack and flee in the same turn, or use magic and flee in the same turn.
For an attack, the moderator rolls a twenty-sided die and adds the attacker's skill plus any bonuses from the weapon. The defender may attempt to dodge (an similar roll, but with agility instead) and if they succeed they suffer no damage. Otherwise the moderator makes a stamina roll for the defender, modified by armor. IF the attacker's skill roll is higher than the defender's stamina roll, the stamina roll is subtracted from the skill roll and that much damage is done to the defender. Otherwise, the attack is blocked. All characters start with 50 health and die at 0 health.
For magic, the player must describe what they are trying to do. In Thronehold RPG, there are no specific spells, so a magician has a much more varied ability. The moderator decides upon modifiers based on what the player is attempting to do, then rolls magic with the modifiers added in, against the defender's Magic roll, which is also considered to be their magic resistance. If it's an attack it works in the same way as a normal attack, otherwise a higher roll means a success. Either way, the one with the lower roll suffers the consequences.
Daring Feats are agile movements. The moderator assigns a difficulty and makes an Agility roll for the player.
Now you may be wondering: how does character creation work?
Here is the template. Copy it and post the filled-out form in the Character Applications board.
At the start, you have ten points to spread out among all your statistics.
Character Name:
Race (must be chosen from the list of playable races. Remember to apply bonuses and penalties!):
Appearance:
Personality:
History:
Affiliation (which of the nations or houses, if any?)
Skill:
Agility:
Stamina:
Magic:
Inventory (You start with what's already shown):
1 Family heirloom (No weapons or armor -- the heirloom should be something like a pendant or a ring)
1 tent
1 bedroll
1 waterskin
1 rations for a week
1 sword (+1 to skill)
Currency (How much gold you currently have): 100
Experience: 0
If you wish, you may replace the sword with any other mundane medieval weapon.
In the event of a fight between characters (Player characters or NPCs), either a moderator will be there (in the case of a Quest, which is always run by a moderator) or the players must contact a moderator. The moderator will handle all of the rolling and such, but will need to know both player's statistics which is why you MUST have a link to all of your character sheets in your signature with the name of the character next to the link so I don't have to go hunting through all of them.
First, the aggressor decides their action. It can be movement, attack, a Daring Feat, or magic. Movement goes without saying and can be done as much as you want on your turn in addition to the other action, with one exception: You cannot attack and flee in the same turn, or use magic and flee in the same turn.
For an attack, the moderator rolls a twenty-sided die and adds the attacker's skill plus any bonuses from the weapon. The defender may attempt to dodge (an similar roll, but with agility instead) and if they succeed they suffer no damage. Otherwise the moderator makes a stamina roll for the defender, modified by armor. IF the attacker's skill roll is higher than the defender's stamina roll, the stamina roll is subtracted from the skill roll and that much damage is done to the defender. Otherwise, the attack is blocked. All characters start with 50 health and die at 0 health.
For magic, the player must describe what they are trying to do. In Thronehold RPG, there are no specific spells, so a magician has a much more varied ability. The moderator decides upon modifiers based on what the player is attempting to do, then rolls magic with the modifiers added in, against the defender's Magic roll, which is also considered to be their magic resistance. If it's an attack it works in the same way as a normal attack, otherwise a higher roll means a success. Either way, the one with the lower roll suffers the consequences.
Daring Feats are agile movements. The moderator assigns a difficulty and makes an Agility roll for the player.
Now you may be wondering: how does character creation work?
Here is the template. Copy it and post the filled-out form in the Character Applications board.
At the start, you have ten points to spread out among all your statistics.
Character Name:
Race (must be chosen from the list of playable races. Remember to apply bonuses and penalties!):
Appearance:
Personality:
History:
Affiliation (which of the nations or houses, if any?)
Skill:
Agility:
Stamina:
Magic:
Inventory (You start with what's already shown):
1 Family heirloom (No weapons or armor -- the heirloom should be something like a pendant or a ring)
1 tent
1 bedroll
1 waterskin
1 rations for a week
1 sword (+1 to skill)
Currency (How much gold you currently have): 100
Experience: 0
If you wish, you may replace the sword with any other mundane medieval weapon.