Difference between revisions of "General Mechanics Information"

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(Created page with "== Character Creation == Player characters in Scars of Risenholm start at level '''3''' and can advance up to level '''10'''. Experience is a resource that can be spent to in...")
 
 
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Player characters in Scars of Risenholm start at level '''3''' and can advance up to level '''10'''. Experience is a resource that can be spent to increase the power of equipment, so players can expect to journey from as low as 3rd level back up to level 10 multiple times.
 
Player characters in Scars of Risenholm start at level '''3''' and can advance up to level '''10'''. Experience is a resource that can be spent to increase the power of equipment, so players can expect to journey from as low as 3rd level back up to level 10 multiple times.
  
The eight playable races do not provide attribute bonuses anymore. During the introductory scene, players will allocate '''4''' attribute increases with a maximum of 2 increases per attribute. The highest an attribute can be at level 1 is '''20'''.
+
The playable races do not provide attribute bonuses anymore. During the introductory scene, players will allocate '''4''' attribute increases with a maximum of 2 increases per attribute. The highest an attribute can be at level 1 is '''20'''.
  
== Core Systemic Changes ==
+
A character's alignment has no bearing on combat mechanics or anything metaphysical in the game world. It is purely there for your own reference.
  
*All classes possess full base attack bonus progression and start with two attacks per round.
+
== Core Systemic Changes and Settings ==
*Armor class is still determined by your worn equipment and class features, though the maximum dexterity bonus has been adjusted to allow more flexibility in wearing half-plate and other medium armors.
+
 
*Character size has no impact on AC, AB, or Skills.
+
*All classes possess '''full base attack bonus progression''' and start with two attacks per round. The second attack will not show on your character sheet until level 6 due to technical limitations.
*All characters receive Weapon Finesse, Ambidexterity, and Critical Hit Resilience at level 1. Critical Hit Resilience prevents a character from receiving more than one critical hit per round.
+
*'''Armor class''' is still determined by your worn equipment and class features, though the maximum dexterity bonus has been adjusted to allow more flexibility in wearing half-plate and other medium armors.
*Bonus physical damage is calculated from both Strength and Dexterity bonuses.
+
*'''Character size''' has no impact on '''AC, AB, or Skills. Small characters can use all weapon types.'''.
Casting spells no longer provoke attacks of opportunity and cannot be interrupted by damage.
+
*All characters receive '''Weapon Finesse, Ambidexterity''', and '''Critical Hit Resilience''' at level 1. '''Critical Hit Resilience''' prevents a character from receiving more than one critical hit per round.
*Stealth operates off a single skill, and players will receive visual information regarding perception and risk of discovery as they move while the mode is active. Players are encouraged to read the skill in its entirety and pay particular attention to feedback in the game world.
+
*'''Ability Point Maximum''' is your base score +8, allowing a maximum of 30 in a stat.
*Rolling a 1 on a saving throw is not a guaranteed failure.
+
*'''Bonus physical damage''' is calculated from both '''Strength''' and '''Dexterity''' bonuses.
*Saving throw bonuses are calculated from two attribute bonuses instead of one:
+
*'''Casting spells no longer provoke attacks of opportunity''' and '''cannot be interrupted''' by damage.
 +
*'''Cantrips can be cast at-will''', without using spell slots.
 +
*'''Stealth operates off a single skill''', and players will receive visual information regarding perception and risk of discovery as they move while the mode is active. Players are encouraged to read the skill in its entirety and pay particular attention to feedback in the game world.
 +
*'''Rolling a 1''' on a saving throw is '''not an automatic failure'''.
 +
*Characters '''gain maximum hit point rolls''' on level up.
 +
*'''Saving throw bonuses''' are calculated from two attribute bonuses instead of one:
 
**Fortitude is based on your Strength and Constitution
 
**Fortitude is based on your Strength and Constitution
 
**Reflex is based on your Dexterity and Intelligence
 
**Reflex is based on your Dexterity and Intelligence
 
**Will is based on your Wisdom and Charisma
 
**Will is based on your Wisdom and Charisma
 +
*'''Friendly fire is on''' by default for spells. The "Selective Spell" metamagic can make these spells harmless to your allies.
 +
 +
== Scar Mechanics ==
 +
[[File:Scar.png  |thumb|Interacting with a Scar opens a chat window.]]
 +
Scars are the static "dungeon" content that is available on the module. You may occasionally find an object in the wild with an <span style="color: orange;">orange name</span>, these objects can be interacted with to begin the Scar exploration process. There are a few common rules to Scars:
 +
 +
*This is instanced content. If you see another group enter the Scar, you are free to enter your own version of the Scar as well and complete it at your own pace.
 +
*Scars have level requirements. In general, you must travel further away from Risenholm to find higher level content.
 +
*Scars can be challenged alone or with '''up to two allies'''. The challenge is generally balanced around the assumption of a pair of adventurers trying the content on the standard difficulty, though there are some extreme difficulty Scars in development.
 +
*Difficulty levels can be adjusted prior to starting the Scar. These modify the enemies within and also the reward quality.
 +
*All loot placeables in a Scar (or in the overworld) '''can be looted by every player for their own rewards'''.
 +
*Upon overcoming the Scar, typically by killing the boss creature, characters will obtain an experience reward and a "Scar Fragment". These fragments can be brought back to Risenholm for a gold reward, increased by the Influence skill.
 +
*'''You will not receive the rewards of a Scar you just completed if you attempt it again''' - you must travel to another Scar and overcome it before you can gain rewards from the original again.
 +
 +
== Stability ==
 +
[[File:Stability.png  |thumb|Using potions and other magical items while low on stability is a bad idea.]]
 +
Stability is a measure of your character's ability to use magic items and is restored when you fully rest or use the Stabilize ability in the resting menu.
 +
*Your base stability score is calculated as 10 + Character level and can be increased or decreased with equipment.
 +
*Using potions, scrolls, and magical items will drain stability with every use, usually at a rate of 1 stability per spell circle level.
 +
*Using an item that drains stability while you are below 0 stability is extremely dangerous and usually leads to your character receiving massive unmitigated damage (1d10 Magical damage per point of Instability).
 +
*Items that posses the Additional Property: Mundane description will not drain stability when used.
 +
 +
 +
For example, a potion of Bull's Strength will drain 2 stability when used. A scroll of the same spell will also drain 2 stability.
 +
 +
== Maneuvers ==
 +
 +
Maneuvers are a replacement for active combat feats such as "Disarm" and "Called Shot". They use their own unique resource pool and can only be utilized in combat.
 +
*Maneuvers will use your current target when activated and can be utilized with melee and ranged weapons.
 +
*They are considered free actions and will not interrupt your current attack sequence.
 +
*There is a short cooldown period between maneuver use - a message will alert you to when you can use maneuvers again, and you can watch the hotbar icon for a visual indication of cooldown progress.
 +
*Your maximum maneuver capacity is: 3 + Intelligence modifier.
 +
*Your maneuver DC is: 10 + half your character level rounded down + the higher of your Strength or Dexterity modifier.
 +
*Equipment can increase your maximum maneuver capacity and DC.
 +
*You regain maneuvers when non-minion enemies die nearby.
 +
 +
== Metamagic ==
 +
 +
Metamagic feats have been overhauled, utilizing a system that is completely separated from spell level consumption. They use their own unique resource pool.
 +
*How each metamagic is used is described in the feat description. In general, metamagic is activated to work on the next spell cast - you will not spend resources until the spell is actually cast or the metamagic benefit is gained.
 +
*Metamagic of different types can be stacked. For example, you can freely Empower, Heighten, and Silence a cast of Fireball so long as you have the required resources to spend.
 +
*Metamagic is applied to anything that casts a spell. This includes potions, scrolls, and items.
 +
*Your maximum metamagic capacity is 3 + the sum of your Intelligence, Wisdom, and Charisma modifiers.
 +
*Equipment can increase your maximum metamagic capacity and DC.
 +
*You regain metamagic when non-minion enemies die nearby.

Latest revision as of 20:24, 26 February 2021

Character Creation

Player characters in Scars of Risenholm start at level 3 and can advance up to level 10. Experience is a resource that can be spent to increase the power of equipment, so players can expect to journey from as low as 3rd level back up to level 10 multiple times.

The playable races do not provide attribute bonuses anymore. During the introductory scene, players will allocate 4 attribute increases with a maximum of 2 increases per attribute. The highest an attribute can be at level 1 is 20.

A character's alignment has no bearing on combat mechanics or anything metaphysical in the game world. It is purely there for your own reference.

Core Systemic Changes and Settings

  • All classes possess full base attack bonus progression and start with two attacks per round. The second attack will not show on your character sheet until level 6 due to technical limitations.
  • Armor class is still determined by your worn equipment and class features, though the maximum dexterity bonus has been adjusted to allow more flexibility in wearing half-plate and other medium armors.
  • Character size has no impact on AC, AB, or Skills. Small characters can use all weapon types..
  • All characters receive Weapon Finesse, Ambidexterity, and Critical Hit Resilience at level 1. Critical Hit Resilience prevents a character from receiving more than one critical hit per round.
  • Ability Point Maximum is your base score +8, allowing a maximum of 30 in a stat.
  • Bonus physical damage is calculated from both Strength and Dexterity bonuses.
  • Casting spells no longer provoke attacks of opportunity and cannot be interrupted by damage.
  • Cantrips can be cast at-will, without using spell slots.
  • Stealth operates off a single skill, and players will receive visual information regarding perception and risk of discovery as they move while the mode is active. Players are encouraged to read the skill in its entirety and pay particular attention to feedback in the game world.
  • Rolling a 1 on a saving throw is not an automatic failure.
  • Characters gain maximum hit point rolls on level up.
  • Saving throw bonuses are calculated from two attribute bonuses instead of one:
    • Fortitude is based on your Strength and Constitution
    • Reflex is based on your Dexterity and Intelligence
    • Will is based on your Wisdom and Charisma
  • Friendly fire is on by default for spells. The "Selective Spell" metamagic can make these spells harmless to your allies.

Scar Mechanics

Interacting with a Scar opens a chat window.

Scars are the static "dungeon" content that is available on the module. You may occasionally find an object in the wild with an orange name, these objects can be interacted with to begin the Scar exploration process. There are a few common rules to Scars:

  • This is instanced content. If you see another group enter the Scar, you are free to enter your own version of the Scar as well and complete it at your own pace.
  • Scars have level requirements. In general, you must travel further away from Risenholm to find higher level content.
  • Scars can be challenged alone or with up to two allies. The challenge is generally balanced around the assumption of a pair of adventurers trying the content on the standard difficulty, though there are some extreme difficulty Scars in development.
  • Difficulty levels can be adjusted prior to starting the Scar. These modify the enemies within and also the reward quality.
  • All loot placeables in a Scar (or in the overworld) can be looted by every player for their own rewards.
  • Upon overcoming the Scar, typically by killing the boss creature, characters will obtain an experience reward and a "Scar Fragment". These fragments can be brought back to Risenholm for a gold reward, increased by the Influence skill.
  • You will not receive the rewards of a Scar you just completed if you attempt it again - you must travel to another Scar and overcome it before you can gain rewards from the original again.

Stability

Using potions and other magical items while low on stability is a bad idea.

Stability is a measure of your character's ability to use magic items and is restored when you fully rest or use the Stabilize ability in the resting menu.

  • Your base stability score is calculated as 10 + Character level and can be increased or decreased with equipment.
  • Using potions, scrolls, and magical items will drain stability with every use, usually at a rate of 1 stability per spell circle level.
  • Using an item that drains stability while you are below 0 stability is extremely dangerous and usually leads to your character receiving massive unmitigated damage (1d10 Magical damage per point of Instability).
  • Items that posses the Additional Property: Mundane description will not drain stability when used.


For example, a potion of Bull's Strength will drain 2 stability when used. A scroll of the same spell will also drain 2 stability.

Maneuvers

Maneuvers are a replacement for active combat feats such as "Disarm" and "Called Shot". They use their own unique resource pool and can only be utilized in combat.

  • Maneuvers will use your current target when activated and can be utilized with melee and ranged weapons.
  • They are considered free actions and will not interrupt your current attack sequence.
  • There is a short cooldown period between maneuver use - a message will alert you to when you can use maneuvers again, and you can watch the hotbar icon for a visual indication of cooldown progress.
  • Your maximum maneuver capacity is: 3 + Intelligence modifier.
  • Your maneuver DC is: 10 + half your character level rounded down + the higher of your Strength or Dexterity modifier.
  • Equipment can increase your maximum maneuver capacity and DC.
  • You regain maneuvers when non-minion enemies die nearby.

Metamagic

Metamagic feats have been overhauled, utilizing a system that is completely separated from spell level consumption. They use their own unique resource pool.

  • How each metamagic is used is described in the feat description. In general, metamagic is activated to work on the next spell cast - you will not spend resources until the spell is actually cast or the metamagic benefit is gained.
  • Metamagic of different types can be stacked. For example, you can freely Empower, Heighten, and Silence a cast of Fireball so long as you have the required resources to spend.
  • Metamagic is applied to anything that casts a spell. This includes potions, scrolls, and items.
  • Your maximum metamagic capacity is 3 + the sum of your Intelligence, Wisdom, and Charisma modifiers.
  • Equipment can increase your maximum metamagic capacity and DC.
  • You regain metamagic when non-minion enemies die nearby.