Post by Bluestorm on Jan 20, 2018 17:27:37 GMT
1. Weapons
Weapon modifiers are determined by adding up all of the 'extra damage' of a weapon. For example, a rusty steel longsword would have +1 for being a longsword, +1 for being steel, and -2 for being rusty, giving it a total modifier of 0 (1+1-2=0).
Bows are assumed to have infinite arrows.
2. Armour
Armour modifiers are determined in the same way as above, except that the modifier is made up of all pieces of armour added together. For example, if I was wearing normal leather armour (am 3), a pristine leather helmet (am 3), and carrying a damaged leather shield (am 1) my total armour modifier would be 7. If you are wearing a full set of one type of armour (not including shield), you gain a +1 bonus to your armour modifier. Armour strikes first/last rules take precedence over weapon attacks first/last rules.
3. Food
Food is used to regenerate health out of combat - but it cannot be eaten in combat.
4. Potions
Potions can be used at any time. Each potion you take has a toxicity, and if your toxicity goes over 100, you take 1 damage per turn until it is below.
5. Runes and Enchantments
Runes and enchantments are only applied to weapons/armour by someone following the doctrine of the runesmiths or the doctrine of enchanting. However, some items may have a random enchantment (if they are runic/enchanted).
An item may only have runes or enchantments on it - they are not compatible.
5. Random Loot
There are some suggested random loots for types of NPCs or beasts in the adventure master resources section. However, these only give general item types. Tiers and/or prefixes of items must be determined as follows. To determine a random aspect, you roll 5d6, and look at the 'find chance' of that aspect. For example, if I were rolling for weapon prefix, I would roll 5d6, giving me a 14, which gives that weapon the prefix steel. The following random aspects should be rolled for:
Weapons:
- Roll for prefix
- Roll for tier
- Roll for rune/enchantment (if applicable)
Armour:
- Roll for tier
Potion:
- Roll for type
Weapon modifiers are determined by adding up all of the 'extra damage' of a weapon. For example, a rusty steel longsword would have +1 for being a longsword, +1 for being steel, and -2 for being rusty, giving it a total modifier of 0 (1+1-2=0).
Bows are assumed to have infinite arrows.
2. Armour
Armour modifiers are determined in the same way as above, except that the modifier is made up of all pieces of armour added together. For example, if I was wearing normal leather armour (am 3), a pristine leather helmet (am 3), and carrying a damaged leather shield (am 1) my total armour modifier would be 7. If you are wearing a full set of one type of armour (not including shield), you gain a +1 bonus to your armour modifier. Armour strikes first/last rules take precedence over weapon attacks first/last rules.
3. Food
Food is used to regenerate health out of combat - but it cannot be eaten in combat.
4. Potions
Potions can be used at any time. Each potion you take has a toxicity, and if your toxicity goes over 100, you take 1 damage per turn until it is below.
5. Runes and Enchantments
Runes and enchantments are only applied to weapons/armour by someone following the doctrine of the runesmiths or the doctrine of enchanting. However, some items may have a random enchantment (if they are runic/enchanted).
An item may only have runes or enchantments on it - they are not compatible.
5. Random Loot
There are some suggested random loots for types of NPCs or beasts in the adventure master resources section. However, these only give general item types. Tiers and/or prefixes of items must be determined as follows. To determine a random aspect, you roll 5d6, and look at the 'find chance' of that aspect. For example, if I were rolling for weapon prefix, I would roll 5d6, giving me a 14, which gives that weapon the prefix steel. The following random aspects should be rolled for:
Weapons:
- Roll for prefix
- Roll for tier
- Roll for rune/enchantment (if applicable)
Armour:
- Roll for tier
Potion:
- Roll for type