SecondBreaking
The Dragon Reborn
Alright.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
No complaints there.Rand said:My counter offer; (Small changes)
Characters (Special characters, not the average soldier) have 80 points to spend.
Appearance:
Health:
Info
Name:
Role:
Rank:
Age:
Race:
Gender:
Height:
Weight:
Eye Color:
Hair Color:
Stats
Constitution:
Intelligence:
Charisma:
Strength:
Stealth:
Agility: (Characters ability to react quickly/reflexes, not their speed):
Dexterity:
Wisdom: (Must be earned, cannot put points here) (Wisdom is your characters experience) (Wisdom's modifier is determined as so; number/2. So if your character had 2 wisdom, the modifier would be +1 (2/1 = 1). Wisdom modifiers can be added to three selected subjects per character.)
Weapon
Weapon:
DamageMax damage for PLAYERS CHARACTERS is 1 level higher than your nations arms rating)
Armor
Armor: (Max armor rating for PLAYER CHARACTERS is 1 level higher than your nations arms rating):
AC:
Speed:
Health Points:
Magic: (Int modifier)
(Spells here, if any)
1.
2.
3.
Climb: (Str+Agl modifier)
Swim: (Str+Agl modifier)
Persuade: (Cha + Int modifier)
Intimidate: (Cha + Str modifier)
Block: (Dex modifier + Wisdom Modifier)
Dodge: (Agil modifier + Wisdom Modifier)
Sneak: (sneak modifier)
Attack (Chance of hitting): (Dex modifier or Agility modifier, minimum is -2):
Dmg boost: (Str modifier)
ok. SO we still need to talk about archers.Rand said:I'm going to almost completely wipe this thread clean once we are done talking about the changes. The only things I am keeping are a few things in the first overview tab, and everything in the OOC chat.
Actually I am going to remove the things in the first overview tab too.
I'm starting on the In-Character chat right now.
AgreedRand said:I think that archers, depending on their skill and weaponry, should start the round attacking (on average) from 60 ft away, unless circumstances dictate otherwise. This would mean that the average soldier would take around 2 rounds to reach them. This is ideal, but in a real fight they might be closer. If archers have high ground, they can attack from farther away, and melee soldiers would have to climb to reach them, on top of closing the distance between themselves, which could add up to 1-2 rounds, depending on how high the cliff is.
ok.Rand said:I'm going to remove that. I think that arrows will be dependent on the "arms" rating. If a nation has very low arms, then their archers may run out of arrows.
Yes, BUTTTTTTTTT how do players know how much damage their bows and arrows do?Rand said:Archer damage is damage of the bow + damage of the arrow. So like if the bow was 1d8, and the arrow was 1d4, it would be 1d8 + 1d4. Sound good?
agreedRand said:1-9- Your nation is deficient in crafting weapons and armor. Any attempt will produce crude representations. You also may run out of weapons, armor, or ammunition during a prolonged conflict.
Damage cannot exceed 1d8.
Bow 1D4, Arrow does 1D2, 20 range
10-19- Your nation is moderate at crafting items, and can forge moderate items. You can barely arm your men during a war, but that is in the norm.
Damage cannot exceed 1d10.
Bow 1D6, Arrow does 1D2, 30 range
20-29- Your nation is sufficient in crafting items, and can forge good items. You do not need to worry about running out of weapons or ammunition during war.
Damage cannot exceed 1d12.
Bow 1D6, Arrow does 1D4, 35 range
30-39- Your nation is average in crafting items, and can forge great items. You do not have to worry about running out of weapons or armor.
Damage cannot exceed 2d8.
Bow 1D8, Arrow does 1D4, 40 range
40-49- Your nation is superior in crafting items, and can forge amazing items. You do not have to worry about running out of weapons or armor.
Weapons cannot exceed 2d10.
Bow 1D10, Arrow does 1D4, 45 range
50-59- Your nation is legendary at crafting items, and can forge legendary items. Your nation can devote extra time to making your weapons, giving you slight bonuses.
Weapons cannot exceed 2d12.
Bow 1D10, Arrow does 1D6, 50 range
60-69- Your nation is masterful in crafting items, and can forge masterwork items. Your nation can devote extreme time and effort into crafting items.
Weapons cannot exceed 3d8.
Bow 1D12, Arrow does 1D8, 55 range
70-79- Your nation is almost unmatched in crafting items, and can forge unique items. All characters can now have a magical weapon. You have so many weapons and armor, that each man can have as many and any kind of weapon they want.
Weapons cannot exceed 4d8.
Bow 1D20, Arrow does 1D10, 60 range
80+ Unmatched in crafting items, all characters now have unique and magical armor.
Weapons cannot exceed 4d8.
Bow 2D10, Arrow does 1D10, 70 range
agreedRand said:Flat area - No bonuses
Hill (5ft - 30ft)- Those under get -1 attack, those one top get +1 attack
Foothills (31ft - 50ft)- Archers gain +1 attack initially. Archers gain +10 range. All units take 5ft penalty on speed.
Cliff (51ft - 70ft)- Archers gain +1 attack initially. Archers gain +10 range per every 20 feet high up they are, but -1 attack. Units on cliff gain +1 dodge.
River- Person in water has 5ft subtracted from speed, and -1 attack/ -1 dodge
Choke Point- Ratio is 1:1, large weapons take -1 attack penalty, everyone gains +1 block/ -1 dodge
sadly no oen else is helping. Hoefully this rp isn't deadRand said:Cool. Man we are just hammering down these details!