Showing posts with label game mechanics. Show all posts
Showing posts with label game mechanics. Show all posts

08/08/2012

Character creation - stats and so on



HUMAN

MC d20+20
RC d20+20
STR d20+20
CON d20+20
DEX d20+20
PER d20+20
INT d20+20
WLP d20+20
FEL d20+20
HP d6+4

DWARF

MC d20+30
RC d20+10
STR d20+25
CON d20+25
DEX d20+15
PER d20+10
INT d20+20
WLP d20+25
FEL d20+15
HP d6+6

ELF

MC d20+20
RC d20+30
STR d20+15
CON d20+15
DEX d20+30
PER d20+30
INT d20+20
WLP d20+20
FEL d20+25
HP d6+3

HALFLING

MC d20+15
RC d20+25
STR d20+10
CON d20+20
DEX d20+25
PER d20+20
INT d20+20
WLP d20+15
FEL d20+25
HP d6+4

Alternate methods of stat determination
There are several additional methods to determine starting stat levels of the PCs. All of them are strictly optional:

  • 2d10: "classic" option. Slightly bigger chance for rounded score.
  • Roll 3d10, keep two highest numbers: good option for total wimps, afraid of playing crappy PCs.
  • 3d6: bigger chance for better scores but without option to hit starting stat of 40 (or 50, or 35, or... whatever).
Hit Points option for wimps
If a player is afraid that his PC will have low HP, he may re-roll "1" scored during determination of Hit Points. But there is a price for being a coward - if six is scored, he (or she, but ladies are often more courageous than males and don't choose such wimpy options) must subtract one point from the result.

07/08/2012

About Hit Points



Contrary to the WFRP, there is no Wounds in the game. Purpose of the Warhammer Wounds was only a "life points counter", describing physical damage. Hit Points, originating from the earliest editions of D&D, are much more abstract - aside from physical condition they may depict almost every aspect of the character's status - effects of fatigue, magical drain or even hangover. Here are some more straight examples of additional purposes of HP in the mechanics of MFRP:

  • Casting spells (1e-style spells, not 2e / WFB style) cost you certain amount of HP. There will be appropriate talents helpful in reducing the cost.
  • Fatigue, aside from the negative test modifiers, may reduce HP (really screwed up CON tests).
  • Character at 0 HP is not dead but just critically wounded / exhausted. Critical Hits are very important aspect of Warhammer FRP so they can't be missed :D
  • Characters exhausted to the level of 0 HP are unconscious until they can regain at least one Hit Point.
  • If critically injured characters become fatigued, they drop unconscious as well.
These ideas are still in very experimental stage and will be extensively tested in the next few weeks.

More information about the abstract Hit Points can be found here.

06/08/2012

Stats and bonuses



In Morgenstern FRP, there are nine basic percentile stats that can be used to describe every living being (monster, NPC or PC) in the game. Their purposes are rather obvious.

MC – Melee Combat
RC – Ranged Combat
STR – Strength
CON – Constitution
DEX – Dexterity
PER – Perception
INT – Intelligence
WLP – Willpower
FEL – Fellowship

Also, each stat has a modifier associated with it. In most cases, stat bonuses are used in non-test actions, such as dealing and resisting damage, spell effect modifiers, initiative in combat and so on. Each bonus is equal to the tens digit of the statistic (for example, if someone's Strength is 37, his Strength modifier is 3).

Using stat modifiers
Melee and Ranged Combat - stat mods are almost always unused.
Strength - damage modifier, (encumberance).
Constitution - reduction of received damage, duration of sickness and toxin effects.
Dexterity - initiative in combat.
Perception - some skills.
Intelligence - some skills, some spells.
Willpower - resisting insanity, duration of many spells.
Fellowship - social tests and skills (in most cases number of people affected by them).

Inhuman abilities
Some monsters (especially demons, mythical beings and creatures of Chaos) are much more powerful than ordinary mortals. They are much faster, stronger and / or extremely hard to kill. To depict it, some of their stats are at inhuman level. Inhuman ability has modifier multiplied by two (or three or even more). In example, Rot Demon has CON 52 and Inhuman Constitution x2, which means that its Constitution modifier is 10, not 5. In addition, GM may add one or more degrees of success in test of inhuman stat or skill based on it but of course only if test is passed.
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