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Prototypical Dice Rules
The following rules are for a prototypical dice RP system, based upon stats and check rolls. Please note this these rules are NOT a replacement to the current, already well-established system. It's more of an add-on for those wanting something a little different, or a little bit more challenging and involving.
Also note that I am the only one working on these rules right now, and feeling them out as I go. I would love it if people tested these out in an actual, working RP setting, instead of just 'paper' like they are now.
Quite possibly the most important thing there is in a character's life, eh? Well, first of all, one must know what their character is going to do; if they'll be a warrior, a mage, a pladin, or what have you. This will effect the character's initial stats. Let us first describe the character classes:
Warrior - The warrior is basically your fighting meat-shield. Dumb as a rock, but strong as hell. At creation, Warriors receive a +2 bonus to both Str and Stm and a -1 deduction to Wis and MDef.After deciding upon a character class, one must then establish their base stats. Level one stats are on a range of of 1-3 before adding or deducting creation bonuses, found by rolling one three sided dice. The base stats are as follow, along with their maximum values, per class.
Mage - Your mage is a magical attacker, not a physical. Therefor your mage will have high intelligence. Creation bonuses: +2 to Wis and MDef, -1 deduction to both Str and Stm.
Thieves - Thieves are the ones you want picking locks and discovering traps. Thieves are naturally lucky. Creation bonuses: +2 to Luck.
Monk - This class is strong of both mind and body, and are completely in tune with the world around them. However, they have no creation bonuses or hindrances.
Paladins - Warriors who are blessed with a holy light. They have both the physical powers of the warrior, and the intelligence of the mage. However, due to this, not very many Paladins are alive anymore, let along taught the sacred art. These holy warriors have the following bonuses: +1 to Str, Stm, MDef and Wis. By approval only.
More to be added as required.
Str - Strength. This is your character's ability to inflict damage. The higher the number the more base damage you can do! It's that simple. Wa: 25, Ma: 15, Th: 19, Mo: 24, Pa: 25The next most important thing would be your character's HP. We roll to determine this, too. It's different for different classes, as follows:
Stm - Stamina. This is your character's ability to take hits and still keep on going. Higher stamina means your base defense can be higher. Wa: 18, Ma: 10, Th: 12, Mo: 20, Pa: 19
Wis - Wisdom. This is your characters ability to cast spells. The higher this number the more effective your spells can be. Wa: 12, Ma: 25, Th: 15, Mo: 13, Pa: 20
MDef - Magical Defense. This is how well your characters can ward off offensive spells. Think Stamina for Magic. Wa: 10, Ma: 22, Th: 12, Mo: 11, Pa: 19
Luck - Luck. This is how lucky your character is in detecting traps and picking locks. This number is is compared to the trap/lock's base. Wa: 9, Ma: 9, Th: 25, Mo: 10, Pa: 11
More to be added as needed
1d20 - Mages, Thieves. Best of four rolls.Maximum HP for classes as follows:
2d20 - Warriors, Paladins. Best of three rolls.
3d20 - Monks. Best of two rolls.
Warriors, Paladins - 900 HPHP is used during wars, adventures, and death matches. HP can be regained by potions, spells or just plain resting. If you run out of HP, your KOed, but not killed. During battle, if your wounds are not treated in KO state, you lose one HP per round. Once you hit -10 HP, you're dead. See this page for information on revival.
Monks - 1000 HP
Mages - 500 HP
Thieves - 700 HP
1d10 - Warriors. Best of three rolls. If after three rolls, the warrior does not roll a five or greater, five MP is awarded.Maximum MP for classes as follows:
1d15 - Thieves, Monks. Best of three rolls. If after three rolls eight or more is not rolled, eight MP is awarded.
1d20 - Paladins. Best of two rolls. If after two rolls, the paladin does not roll a ten or greater, ten MP is awarded.
1d30 - Mages. Best of two rolls. If after two rolls, the mage does not roll a fifteen or greater, fifteen MP is awarded.
Mages, Paladins - 200 MPMP is constantly used for special attacks and spells. It can be regained by various elixers and resting.
Monks, Warriors - 100 MP
Thieves - 120 MP
A +1 modifier requires one additional MP. Simple, right? So, the example fire spell would require 4 MP to cast.Characters may only be created in the witness of a verified Dice RPer.
A +2 modifier requires three additional MP to cast. (+1 +2..3) Again, the example fire spell would require 6 MP.
A +3 modifier, however, requires six additional MP to cast. (+1 +2 +3..6) The spell would cost 9 MP to cast! For a low level fire spell!
1d20 - HP. You only get one roll for this.Every level, your character can increase one of their base stats by rolling a 1d3, however they can only increase the same stat once every two levels. Say you increase Str on level 13, you can't increase it again until you hit level 16. Every fifteen levels, your character can increase the stats that they are naturally gifted in once more. I.E. A Warrior may increase his Str and Stm again. A Mage may increase her Wis and MDef again. A Paladin may increase her Str, Stm, MDef and Wis again. Luck for Thieves. And the poor Monk, he can skip this. Meaning, they get an extra roll for those stats only.
1d10 - MP. Again, only one roll.
However, if you get a roll and don't like it, you can wager HP, MP, or both on a game called double or five. The rules are simple for this. You do a standard roll, 2d6, and if you score any doubles, you double your HP/MP bonus (whichever you wagered). However, if you don't roll doubles, you only get 5 HP/MP (again, whichever you wagered). Fair enough.