Difference between revisions of "General Mechanics Information"
From Risenholm
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*'''Casting spells no longer provoke attacks of opportunity''' and '''cannot be interrupted''' by damage. | *'''Casting spells no longer provoke attacks of opportunity''' and '''cannot be interrupted''' by damage. | ||
*'''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. | *'''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 | + | *'''Rolling a 1''' on a saving throw is '''not an automatic failure'''. |
*'''Saving throw bonuses''' are calculated from two attribute bonuses instead of one: | *'''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 |
Revision as of 21:47, 22 December 2020
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 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.
Core Systemic Changes
- All classes possess full base attack bonus progression and start with two attacks 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.
- Character size has no impact on AC, AB, or Skills.
- 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.
- 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.
- 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.
- 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