im going to hit you with the rule to start with.
you must work together to play.
yep that basically covers it, there is only 1 character who all the players control. when we get into the dungeon i am planning on doing only 1 update a day, the rest of the time will be available for you to talk over possible actions and decide between you what you will do next.
you will not be able to use magic in this RPG
if this goes well I will do another one, where you may be able to use this character again.
before we get there im going to do some character building, this is the most rpg like rp in the whole forum and this is why...
Character sheet.
Name:
health: 22
endurance: 15
level 1 (10 xp needed to level up)
strength: 12
dexterity: 12
constitution: 12
intelligence: 12
wisdom: 12
some of the effects of these attributes:
strength
finally. You cannot increase an attribute to be above 18, if you want those other bonuses you need to find magic items and level up
i will let you guys argue about how to allocate points, the name of your guy (or girl) and i will need 2 of you to agre before i re-roll the dice.
you must work together to play.
yep that basically covers it, there is only 1 character who all the players control. when we get into the dungeon i am planning on doing only 1 update a day, the rest of the time will be available for you to talk over possible actions and decide between you what you will do next.
you will not be able to use magic in this RPG
if this goes well I will do another one, where you may be able to use this character again.
before we get there im going to do some character building, this is the most rpg like rp in the whole forum and this is why...
Character sheet.
Name:
health: 22
endurance: 15
level 1 (10 xp needed to level up)
strength: 12
dexterity: 12
constitution: 12
intelligence: 12
wisdom: 12
some of the effects of these attributes:
- Spoiler:
strength: damage dealt with melee weapons. ability to break through doors and locks, (and maybe) carrying capacity. weight of armour your able to wear.
dexterity: ability to use ranged weapons & damage done by them. chance to dodge activated traps and attacks. ability to detect traps.
Constitution: health (hit points). chance to avoid being poisioned, ability to fight off the poison. endurance (penalty to some actions when it runs out.).
intelligence: ability to identify magical items. amount of health a potion heals.
Wisdom: reduces the amount of damage done to you by magic.
strength
- Spoiler:
- 12
-2 to attacks
14
-1 to attacks
light armour
16
no attack modifier
+1 to lock breaking roll
18
+1 to attacks
heavy armour
+2 to lock breaking
20
+2 to attacks
23
+3 to attacks
+3 to lock breaking
- Spoiler:
- 12
-2 to dodge/detect
14
-1 to dodge/detect
crossbows
16
no attack modifier
short bows
18
+1 to dodge/detect
long bows
20
+2 to dodge/detect
23
+3 to dodge/detect
- Spoiler:
- (every point on this increases health by 1)
12
-2 to poison rolls
-1 to base endurance
14
extra health bonus (+2)
-1 to poison rolls
no endurance modifier
16
no poison roll modifiers
+1 endurance
18
+1 poison rolls
+2 endurance
(+4 health bonus)
20
+2 poison rolls
+3 endurance
23
+3 poison rolls
+4 endurance
- Spoiler:
- 12
no chance to identify magic items
healing potions -1
14
identify + 2
healing potions -1
16
healing potions 0 modifier
18
identify +4
potions +1
20
potions +3
identify +6
23
potions +4
identify +8
- Spoiler:
- 12
full damage taken from spells
16
chance to resist magic +2
5% damage reduction from all spells
18
chance to resist +4
10% damage reduction from all spells
20
chance to resist +6
20% damage reduction
23
chance to resist +8
30% danage reduction
finally. You cannot increase an attribute to be above 18, if you want those other bonuses you need to find magic items and level up
i will let you guys argue about how to allocate points, the name of your guy (or girl) and i will need 2 of you to agre before i re-roll the dice.
Last edited by Steve on Fri Feb 05, 2010 11:29 am; edited 1 time in total