General Mechanics Information

From Risenholm
Revision as of 22:01, 22 December 2020 by Dynamics (talk | contribs)

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 and Settings

  • 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.
  • 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

Scar Mechanics

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:

  • 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.