Manual:Game Mechanics/Abilities
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.
1. [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.
2. [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.
3. [CON] Constitution
Constitution determines:
- How fast hit points are gained.
- How fast Endurance points are gained.
4. [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.
5. [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.
6. [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.
7. [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.
8. [HPP] Hit points points (yes points points)
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).