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Baylu Eras

PostPosted: Tue Dec 19, 2006 10:13 pm


Here's just a helpful walkthrough for everyone to get to know the dice system and how to use things such as skills and abilities. Its quite easy, so I hope everyone will understand it!

1. COMBAT
2. SPELL COMBAT
3. SKILLS
4. ALCHEMY
PostPosted: Tue Dec 19, 2006 10:15 pm


COMBAT

Step one: Attack
To make an attack, you roll a 20-sided dice and add whatever weapon you're using onto the dice.
Example: Hynuwa has attacked Brutis with a dagger. She would take her dice total and add it onto her total points in her blade skill. Let's say she rolled a 10.
D(10) + Blade: 18 = 28

Step Two (A): Dodge
To avoid an attack, you roll a 20-sided dice and add your dodge total onto the dice.
Example: Hynuwa attacked Brutis with her dagger. Her total came to 28. Brutis tries to dodge the attack. Let's say he rolled a 12.
D(12) + Dodge: 20 = 32
In this case, Brutis avoided the attack. No damage is done to him at all and he is free to attack her.

Step Two (B): Block
To block an attack, you roll a 20-sided dice and add your block skill total onto it.
Example: Hynuwa attack Brutis with her dagger. Her total came to 28. Brutis tries to dodge the attack. Let's say he rolled an 8.
D ( 8 ) + Block: 30 = 38
In this case, Brutis successfully blocked the attack. He now takes half the damage.

Step Three: Generating Damage
When the attacker's attack points (skill+dice roll), are higher than an opponent's block or dodge points, damage is added. Damage is calculated by subtracting the block, or dodge points from the total attack points. This difference is then subtracted from the opponent's health points.

Example~
Hinata attacked 1d20 (16)+Blade (11)=27
Ino blocked 1d20 (11)+Block (5)=16

Ino failed the block-Damage added is 11 points .(27-16=11)

I know there was a different system designed by baylu, but this system is simpler, and more time efficient, so I think that this will be best

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 10:16 pm


SPELL COMBAT


Step One: Attack
1d20 + Skill (Destruction or whatever) = Attack total

Step Two: Dodge
1d20 + Dodge
[You cannot Block magic]

Step Three: Generate Damage
Attack Roll to (Attack roll + Willpower or whatever ability the type of magic uses.) Once you generate the damage the victim takes spell resistance + 50% Armor Bonus.


PostPosted: Tue Dec 19, 2006 10:17 pm


SKILLS

Alright. Skills will be explained very thorougly. I will give the formula for every type of skill. I'll try to group them together in order to save you from reading and me from typing. ^-^! First, I must explain what a DC (Dice Check) is. A DC is a number that you have to beat in order to successfully use a skill. This number can be a set number and it can also be a generated number, such as a dodge in combat. You have to beat this number in order to use your skill correctly.

Armorer (End):
The armorer skill will have a set DC. You roll a 20 sided dice and add your Armorer skill total onto it. For every successful DC, you'll be able to repair a portion of your armor. Depeding on the armor, you will have to get so many successful DC for you to completely repair it once more.

Athletics (Speed):
Athletics are used to escape enemies by out running them or by escaping a collapsing tunnel. To use athletics, you roll a 20 sided dice and add your total points onto the dice. Then you take 10% of your total carrying weight and subtract that from your total. The DC will either be the enemies Athletics total or a set DC by the game master.

Alteration (Will):Illusion (Per):
Mysticism (Intel): Restoration (Will):

To use an alteration, Illusion or Mysticism spell you roll a 20 sided dice and add your skill onto that. This will determine the magnitude of the spell and how long it will last. You take 10% of your total to determine how many posts it will last. You have to buy a spell first to use it.
The cost of the spell is determined by its magnitude and your intelligence. You take Dice + Skill for the spell you casted minus your intelligence modifier to determine the cost. If you have a negative intelligence modifier, then that means you are adding points instead of subtracting. With the Unlike the game, it won't have a set point use. The spell will level up with your character. You have to be a certain level to purchase certain spells, however.

Conjuration (Intel):
For the Conjuration spell you have to purchase the spell for whatever creature you wish. The creature's stats are all pre-set and are found in the Creatures Guide. The cost to summon a creature will be preset and how long it lasts will be preset as well. The creature's attacks, health, and dodges are used exactly as you would use them yourself. Its like roleplaying two people at once. You both have seperate attacks, which means you can be attacking the same time as your creature. Your creature is dispelled after your posts have expired or its health reaches zeo.

Destruction (Will):
There are different types of desctruction magic: shock, fire, frost, poison, absorb and plain old damage. Each type has a certain requirement to learn for a character to be able to purcahse it. The requirements are listed in the Mage's Guild, where all spells can be bought. However, there are different ways of using the spells, which are purchased seperately; Touch and ranged.
To use the destruction skill you roll a 20 sided dice and add on your total skill points to determine the magnitude. Naturally, the ranged attacks will cost you more magicka. To determine ranged destruction cost is your total destruction attack plus your intelligence modifier. To determine touch destruction cost you take your total destruction attack minus your intelligence modifier.

Security (Intel):
A DC for your security skill will always be preset by the game master or by another character, depending if you're breaking into a house or unlocking a chest in a dungeon. To use the security skill you roll a 20 sided dice and then add your total skill points onto the dice. You only need to do a successful roll once to unlock the chest.

Sneak (Agil):
To use the sneak skill you roll a 20 sided dice and add your skill points onto it. The DC for sneak is a counter roll with the Listen skill. When attacking creatures, there will be a set DC for sneaking. If you successfully sneak attack someone you take your generated number and multiple it by 2. When sneak attacking with a marksman weapon the damage is multipled by 3.

Acrobatics (Speed):
The acrobatics skill will always have a set DC by the game master. To use the acrobatics skill you roll a 20-sided dice and add your total skill points onto it. You only have to successful beat the DC once to complete your jump.

Mercantile (Per):
The mercantile skill is simple. The DC for mercantile is the roll of whoever you're trying to barter with. To use the mercantile skill roll a 20 sided dice and add your skill points onto it.

Speechcraft (Per):
The speechcraft skill is used to persuade, admire, gather information and get people to like you more. The DC for a speechcraft roll is the speechcraft roll of the person you're trying to talk to. To use speechcraft you roll a 20 sided dice and add your total skill points on.

Heavy Armor (End): Light Armor(Agil):
These skills are ones you don't use in rolls. Instead they are levels you use to determine certain attributes you gain and what type of armor you can wear. Once you reach 50 points in either skill, your armor doesn't weigh you down anymore or hold you back from running.

Baylu Eras


Baylu Eras

PostPosted: Sun Dec 31, 2006 6:46 am



The Elder Scrolls Guild Role Play Alchemy System, or RPAS

Designed by Konohamaru459



~Alchemical Laws~


-A potion or poison will always fail if there are no like effects

-A potion will always succeed if there is at least one like effect

-A potion is a poison if the negative effects outweigh the posotive effects

-A potion is a potion if the posotive effects outweigh the negative effects

-For an effect to appear in a potion, it must be shared by at least two ingredients



~Potion Grades~


spoiled,cheap,weak,standard,Bargain,quality,exclusive,(Special-Ancient)


~Alchemy~


The RPAS is a step by step process, and the following formulas describe the intricate art of Alchemy


Step 1: Skill Calculation

Step 2: Apparati Calculation

Step 3: Quality

Step 4: Drawing it Up


~Step I~

~Skill Calculation~


Divide alchemy skill by five and multiply said number by the number of matching effects per ingredient, and average that number with your intelligence level to find initial magnitude, then determine final magnitude by using the apparati formulas. To find duration, multiply final magnitude by five. (M=1/5 ~ For every 1 point of magnitude, 5 points of duration).


~Apparati Calculation~


A-M&P~ NO BONUS

A-ALB~ +5% on MAG & DUR of all posotive effects

A-RET~ -5% on MAG & DUR of all negative effects

A-CAL~ +5% on MAG & DUR of all effects


J-M&P~ NO BONUS

J-ALB~ +10% on MAG & DUR of all posotive effects

J-RET~ -10% on MAG & DUR of all negative effects

J-CAL~ +10% on MAG & DUR of all effects


M-M&P~ NO BONUS

M-ALB~ +12% on MAG & DUR of all posotive effects

M-RET~ -12% on MAG & DUR of all negative effects

M-CAL~ +12% on MAG & DUR of all effects


GM-M&P~ +10% on MAG & DUR of all effects

GM-ALB~ +15% on MAG & DUR of all posotive effects

GM-RET~ -15% on MAG & DUR of all negative effects

GM-CAL~ +15% on MaAG & DUR of all effects


~Qualities~


Potions come in seven unique qualities. spoiled,weak,cheap,standard,bargain,quality,and exclusive, in ascending order.


0-5~Spoiled

5-10~Weak

10-15~Cheap

15-25~Standard

25-50~Bargain

50-75~Quality

75-??~Exclusive


~Drawing it Up~


once it's done, it should look something like this


exclusive restore health potion

Restore Health

175 pts. for 6 minutes on self


~Template~


[quality][effect]potion

[effect]

[MAG]for[DUR]on[Target]


Ok, well that's it. I may need to tweak some of the values. But it looks like this is probably it for now.
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