Post by ShadowTheBuu on Oct 16, 2017 19:22:46 GMT -5
-Hyrule Adventures How stats work-
The way the game is ran, what stat does what and how it does it.
HP: Your health, gets x4 your physical stat. If you are hit a number of times equal to your health, you die.
MP: Your magic pool, gets x4 mental attribute. If you run out of MP, you can no longer use your magic spells unless you use a magic pool restoring item.
Physical, Mental, Social: You start with putting 3, 4, or 5 points in to which ever stat you want. With those numbers chosen, those are the number of dice you can roll when asked for a (stat) check.
Physical: Usually used in physical combat, for punches, kicks and the like. Also
the number of dice you roll for physical labor such as moving heavy objects.
Mental: Usually used for problem solving, recollecting information, or using
magic attacks.
Social: Used for interacting with other people, be it persuasion or intimidation.
Also used for stealth checks when trying to stealth.
Maneuvers: When using an attack maneuver, the level for said maneuver determines
how many dice you may add for said maneuvers damage roll. If the number of dice
it adds exceeds the maximum 10, treat it as an automatic success. Max level of 5.
(Example: Link uses a spin slash at level 5. Link also has a physical DP of 6.
This exceeds Link's total DP by 1, giving Link 1 automatic success)
Proficiencies: When using proficiencies, the difficulty of a roll tied to that
proficiency is lowered by 1. The max level of proficiency can not exceed 9, as
rolling a 1 on a die is a failure. Dice successes and failures are explained in
dice rules.
(Example: Zelda has a proficiency of level 4 archery, and the difficulty for a
shot she is firing is usually 6 without said proficiency. The dice she rolls then
must be a 2 or higher to count as a success.)
The way the game is ran, what stat does what and how it does it.
HP: Your health, gets x4 your physical stat. If you are hit a number of times equal to your health, you die.
MP: Your magic pool, gets x4 mental attribute. If you run out of MP, you can no longer use your magic spells unless you use a magic pool restoring item.
Physical, Mental, Social: You start with putting 3, 4, or 5 points in to which ever stat you want. With those numbers chosen, those are the number of dice you can roll when asked for a (stat) check.
Physical: Usually used in physical combat, for punches, kicks and the like. Also
the number of dice you roll for physical labor such as moving heavy objects.
Mental: Usually used for problem solving, recollecting information, or using
magic attacks.
Social: Used for interacting with other people, be it persuasion or intimidation.
Also used for stealth checks when trying to stealth.
Maneuvers: When using an attack maneuver, the level for said maneuver determines
how many dice you may add for said maneuvers damage roll. If the number of dice
it adds exceeds the maximum 10, treat it as an automatic success. Max level of 5.
(Example: Link uses a spin slash at level 5. Link also has a physical DP of 6.
This exceeds Link's total DP by 1, giving Link 1 automatic success)
Proficiencies: When using proficiencies, the difficulty of a roll tied to that
proficiency is lowered by 1. The max level of proficiency can not exceed 9, as
rolling a 1 on a die is a failure. Dice successes and failures are explained in
dice rules.
(Example: Zelda has a proficiency of level 4 archery, and the difficulty for a
shot she is firing is usually 6 without said proficiency. The dice she rolls then
must be a 2 or higher to count as a success.)