Post by zanshin on Oct 3, 2017 5:32:12 GMT -5
Just thought I would see if we could arrive at how the underlying rules used in the meta arcade app.
Character creation
3 dice, allocated, TARO applies.
Available races - Human, Hobb, Elf, Dwarf. Racial stat multipliers for non humans.
Humans have save reroll ability from deluxe. No reroll on a fumble - '3'
There are racial talents for each kindred but I have not yet seen an effect in game from this.
Only type = Warrior. No benefits from this type (no armour multiplier, no bonus combat dice).
6 stats - Strength, Dexterity, Constitution, Intelligence, Luck, Charisma
Adds derive from Str, Dex, Luck values of 13 or higher. No negative from low stats.
Combat
Big cloud of fists combat.
Spite applies on a 6.
Damage is done to multiple monsters progressively - you keep damaging one until it dies, rather than spreading it.
No stat requirements for weapons - my str 5 Hobb wields a 7d greatsword with aplomb.
Monster stats are like delvers - they have a CON value , and their combat value only diminishes if you kill one of a group.
No room for stunts or special equipment use yet - remember to equip new items in dungeon
Armour works to reduce non spite damage when you lose a round (i.e. as you would expect)
Saves
Save progression is traditional - L1 = 20, L2 = 25 and on
DARO applies
Auto Fails on a 3 only
The solo's featured push you to have a good stat spread. If you neglect Int and Charisma some solo's will be virtually impossible to complete.
Progression
You gain XP from
Saves (roll x save level)
Killing Monsters (Con)
Quest completion (as per solo)
You level up on an arithmetical progression - requiring 1000 xp x current level number to progress to the next level.
When you level up you gain a number of points equal to the new level number to freely allot across the stats.
If you lose XP (not sure if this is a bug or not) and drop level you keep the stat bonuses.
Stat gains/losses in a solo are temporary - they are not retained beyond the end of the solo.
Your XP can be cashed in for a level raise mid scenario if you level up, but it is only saved to the character once you leave the solo through a valid exit option.
Items
There is no encumbrance limit, but there are common sense limits on what you can have on you, so only 2 weapons, or a weapon or shield, or a two handed weapon
Armour is body part specific and again, you can't overload a location. You have to go to your inventory to equip the best stuff when you get it if that slot is already taken.
You can carry enormous quantities of gold but as yet you have nothing to spend it on (meta arcade are working on this!)
You can lose gold in scenario specific circumstances.
Other than higher dice weapons or armor there are no special items - yet!
That's all I can think of at the moment, other points or queries welcomed.
Character creation
3 dice, allocated, TARO applies.
Available races - Human, Hobb, Elf, Dwarf. Racial stat multipliers for non humans.
Humans have save reroll ability from deluxe. No reroll on a fumble - '3'
There are racial talents for each kindred but I have not yet seen an effect in game from this.
Only type = Warrior. No benefits from this type (no armour multiplier, no bonus combat dice).
6 stats - Strength, Dexterity, Constitution, Intelligence, Luck, Charisma
Adds derive from Str, Dex, Luck values of 13 or higher. No negative from low stats.
Combat
Big cloud of fists combat.
Spite applies on a 6.
Damage is done to multiple monsters progressively - you keep damaging one until it dies, rather than spreading it.
No stat requirements for weapons - my str 5 Hobb wields a 7d greatsword with aplomb.
Monster stats are like delvers - they have a CON value , and their combat value only diminishes if you kill one of a group.
No room for stunts or special equipment use yet - remember to equip new items in dungeon
Armour works to reduce non spite damage when you lose a round (i.e. as you would expect)
Saves
Save progression is traditional - L1 = 20, L2 = 25 and on
DARO applies
Auto Fails on a 3 only
The solo's featured push you to have a good stat spread. If you neglect Int and Charisma some solo's will be virtually impossible to complete.
Progression
You gain XP from
Saves (roll x save level)
Killing Monsters (Con)
Quest completion (as per solo)
You level up on an arithmetical progression - requiring 1000 xp x current level number to progress to the next level.
When you level up you gain a number of points equal to the new level number to freely allot across the stats.
If you lose XP (not sure if this is a bug or not) and drop level you keep the stat bonuses.
Stat gains/losses in a solo are temporary - they are not retained beyond the end of the solo.
Your XP can be cashed in for a level raise mid scenario if you level up, but it is only saved to the character once you leave the solo through a valid exit option.
Items
There is no encumbrance limit, but there are common sense limits on what you can have on you, so only 2 weapons, or a weapon or shield, or a two handed weapon
Armour is body part specific and again, you can't overload a location. You have to go to your inventory to equip the best stuff when you get it if that slot is already taken.
You can carry enormous quantities of gold but as yet you have nothing to spend it on (meta arcade are working on this!)
You can lose gold in scenario specific circumstances.
Other than higher dice weapons or armor there are no special items - yet!
That's all I can think of at the moment, other points or queries welcomed.