Resources

Overview

These resources are paced according to the encounter: they affect how quickly you run out of things to prevent your demise in combat. Abilities can have qualities like weapons and armor; the Fire spell has the Ranged Elemental quality, for instance.

d4 - d12 Range

Characters can deal damae as 1d8/1d8; 1d6/1d10; or 1d4/1d12. They should have to alternate between these two each round. The most powerful effects should cost something, to keep them from being used every round. The "cost" will depend on the attack, like:

  • Wizards can cast fire. This costs MP. When not casting fire, they need to attack with their weaker weapon.
  • Berserkers use a Berzerk Axe. This lowers their Stamina, making them take more damage. If they constantly use it, they'll wind up KO'd after 2-3 rounds (if attacked each round). They can also use a minor magical effect instead.
  • Breakers use Steady Axe. This has a delay, meaning they can only use it every other round. They can also use a minor magical effect.

…etc.

MP

An MP system costs points to use your “d12” attacks. Given the 5-round nature of combat, MP should be priced on a fifths scale (such as “25 mp” being the baseline), determining how many times in a given combat they can do it.

Damage Base MP Cost
1d4 1 MP
1d6 3 MP
1d8 5 MP
1d10 7 MP
1d12 9 MP

Characters gain 5 mp per level, so MP cost can go up by 5 per level for equal-level spells as well. The spells' MP cost is based largely on the power they hold: spells that deal damage or have effects as potent as d12 damage cost the most, while spells that don't have major effects or are as potent as 1d4 damage are cheap.

Charge & Delay

A CT/Delay system takes “charging turns” or "delay turns" in order to use the powerful attacks. This more directly culls from the five round pace. During charging or delay turns, a character cannot charge another attack (though they can still do other things). Charging turns are payed before the action is executed, delay turns are paid afterwards.

Damage Base Charge/Delay Time
1d4 $1/2$ (2/round)
1d6 $2/3$ (1/round + 1/2 rounds)
1d8 $1$ (1/ round)
1d10 $2$ (1/2 rounds)
1d12 $3$ (1/3 rounds)

Compared to MP, this scales more directly. A low-level power still eats up the same amount of time as a high-level power. This is the reason that high-level characters get more actions per round than low-level characters (+1 action per tier).

THE COMBO!

Actions have a Charge or Delay and an MP cost in most cases. They are often correlated, though physical classes tend to have a bigger CT or Delay than MP cost, and magical classes are the other way around.

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