Difference between revisions of "Manual:Game Mechanics/Abilities"
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Document Name: ability.doc | Document Name: ability.doc | ||
− | Version: 3.40 | + | Version: 3.40 (1997) |
− | Author: Michael Seifert | + | Author: Michael Seifert |
− | |||
Document intended for: World Creators | Document intended for: World Creators | ||
=== Short Description === | === Short Description === | ||
− | This document describes how the various abilities affect | + | This document describes how the various abilities affect skills and game play for both players and monsters. |
− | skills and game play for both players and monsters. | ||
+ | Abilities are in the range of [0..199] | ||
− | === | + | === [STR] Strength === |
Strength determines: | Strength determines: | ||
* How hard a character can hit with a weapon (or hand). The strength is basically added to the weapon attack skill and looked up on a table. | * How hard a character can hit with a weapon (or hand). The strength is basically added to the weapon attack skill and looked up on a table. | ||
* How much weight a character can carry. | * How much weight a character can carry. | ||
− | === | + | === [DEX] Dexterity === |
Dexterity determines: | Dexterity determines: | ||
* A reduction in the damage when attacked (subtracted from strength / skill of opponent). | * A reduction in the damage when attacked (subtracted from strength / skill of opponent). | ||
* A factor in deciding if a PC successfully uses a shield. 100% factor for NPCs. | * A factor in deciding if a PC successfully uses a shield. 100% factor for NPCs. | ||
* A PC factor in sneaking, hiding and stealing etc.- 100%for NPCs. | * A PC factor in sneaking, hiding and stealing etc.- 100%for NPCs. | ||
+ | * A factor in how much a PC can hold. | ||
− | === | + | === [CON] Constitution === |
Constitution determines: | Constitution determines: | ||
* How fast hit points are gained. | * How fast hit points are gained. | ||
* How fast Endurance points are gained. | * How fast Endurance points are gained. | ||
− | === | + | === [CHA] Charisma === |
Charisma determines: | Charisma determines: | ||
* How fast Mana points are regained. Gain rate is relative to the MAG or DIV power of the character. | * How fast Mana points are regained. Gain rate is relative to the MAG or DIV power of the character. | ||
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* Who is hit by aggressive monsters, not yet decided if this will be people with high or low charisma. It ought to be high, but that would be disadvantageous. | * Who is hit by aggressive monsters, not yet decided if this will be people with high or low charisma. It ought to be high, but that would be disadvantageous. | ||
− | === | + | === [BRA] Brain === |
Brain is a combination of Intelligence, Wisdom, Awareness and Perception. Brain Determines: | Brain is a combination of Intelligence, Wisdom, Awareness and Perception. Brain Determines: | ||
* A defense factor when spells are cast against you (Exactly like dexterity for warriors). | * A defense factor when spells are cast against you (Exactly like dexterity for warriors). | ||
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* A 50% factor for PC's in discovering hidden. 100% for NPC's. | * A 50% factor for PC's in discovering hidden. 100% for NPC's. | ||
− | === | + | === [MAG] Magical Essence === |
The Energy from which Magic Users draw their power. Magical Essence determines: | The Energy from which Magic Users draw their power. Magical Essence determines: | ||
* A 50% factor in power for all magic user spells. | * A 50% factor in power for all magic user spells. | ||
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* A "level" limitation for which spells can be learned by PC's. | * A "level" limitation for which spells can be learned by PC's. | ||
− | === | + | === [DIV] Divine Contact === |
The contact which is established between the priest and his God. | The contact which is established between the priest and his God. | ||
* A 50% factor in power for all cleric spells. | * A 50% factor in power for all cleric spells. | ||
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* A "level" limitation for which spells can be learned by PC's. | * A "level" limitation for which spells can be learned by PC's. | ||
− | === | + | === [HPP] Hit points points [sic] === |
Hit-point-points are used to buy more hit points. For each HPP bought the characters hit points (HP) is increased by a certain number (which varies according to size of HPP). | Hit-point-points are used to buy more hit points. For each HPP bought the characters hit points (HP) is increased by a certain number (which varies according to size of HPP). |
Latest revision as of 02:41, 30 May 2020
Contents
Ability Description
Document Name: ability.doc Version: 3.40 (1997)
Author: Michael Seifert
Document intended for: World Creators
Short Description
This document describes how the various abilities affect skills and game play for both players and monsters.
Abilities are in the range of [0..199]
[STR] Strength
Strength determines:
- How hard a character can hit with a weapon (or hand). The strength is basically added to the weapon attack skill and looked up on a table.
- How much weight a character can carry.
[DEX] Dexterity
Dexterity determines:
- A reduction in the damage when attacked (subtracted from strength / skill of opponent).
- A factor in deciding if a PC successfully uses a shield. 100% factor for NPCs.
- A PC factor in sneaking, hiding and stealing etc.- 100%for NPCs.
- A factor in how much a PC can hold.
[CON] Constitution
Constitution determines:
- How fast hit points are gained.
- How fast Endurance points are gained.
[CHA] Charisma
Charisma determines:
- How fast Mana points are regained. Gain rate is relative to the MAG or DIV power of the character.
- Reduction/Increase on prices in standard shops.
- Who is hit by aggressive monsters, not yet decided if this will be people with high or low charisma. It ought to be high, but that would be disadvantageous.
[BRA] Brain
Brain is a combination of Intelligence, Wisdom, Awareness and Perception. Brain Determines:
- A defense factor when spells are cast against you (Exactly like dexterity for warriors).
- A 50% factor for PC's in discovering theft. 100% for NPC's.
- A 50% factor for PC's in discovering sneaking. 100% for NPC's.
- A 50% factor for PC's in discovering hidden. 100% for NPC's.
[MAG] Magical Essence
The Energy from which Magic Users draw their power. Magical Essence determines:
- A 50% factor in power for all magic user spells.
- A 50% factor in success/reduction for all saving versus all spells.
- A "level" limitation for which spells can be learned by PC's.
[DIV] Divine Contact
The contact which is established between the priest and his God.
- A 50% factor in power for all cleric spells.
- A 50% factor in success/reduction for all saving throws versus all spells.
- A "level" limitation for which spells can be learned by PC's.
[HPP] Hit points points [sic]
Hit-point-points are used to buy more hit points. For each HPP bought the characters hit points (HP) is increased by a certain number (which varies according to size of HPP).