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Nation Building Rebirth of Tyrium

How I think Player character creation should work


Players have 80 points to spend


Appearance:


Health:


Info



Name:


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):


Weapon


Weapon:


Damage:


(Max damage for PLAYERS CHARACTERS is 3 levels higher than your nations arms rating)


Armor


Armor (Max armor rating is 3 levels 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 +Wsd modifier)


Intimidate: (Cha + Str modifier)


Block: (Dex modifier + Wisdom Modifier)


Dodge: (Agil modifier + Wisdom Modifier)


Attack (Chance of hitting): (Dex modifier or Agility modifier, minimum is -2):


Dmg boost: (Str modifier)


THis is how I think it sould be.


Especially the Attack and Dmg boost being separate and the way they are
 
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:


Damage:(Max 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)


Dodge: (Agi Modifier)


Sneak: (Sneak modifier)


Attack (Chance of hitting): (Dex modifier, minimum is -2):


Dmg boost: (Str modifier)
 
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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:


Damage:(Max 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)
No complaints there.


What about Armor/eapons. You make any changes that I recommended?
 
I really think that the dexterity and wisdom addition will be good for the RP. But I think soldier CS should be a bit different, like the wisdom should be removed. Just tiny changes. Characters can do 1 level higher damage and armor than their nations arms rating.
 
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AVERAGE SOLDIER


70 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:


Weapon


Weapon:


Damage:(Max 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)


Dodge: (Agi Modifier)


Sneak: (Sneak modifier)


Attack (Chance of hitting): (Dex modifier, minimum is -2):


Dmg boost: (Str modifier)


 
@Rand what about the weapons/armor rating. You know in the Overveiw section with Trade and stuff. I feel its too OP for Naitosn like THelgrim, you may any changes?
 
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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.
 
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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.
ok. SO we still need to talk about archers.


I say Archers (in normal circumstances) get to attack without being able to be attacked for the first round. (Since they are far away). If the archers are ambushing from a valley or mountain side, or they are in a fort, they get 2 rounds of immunity from attacks.
 
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.
 
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Rand 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.
Agreed


What shall the "Arrows" rating do?
 
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.
 
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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.
ok.


What about archer damage?
 
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?
 
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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?
Yes, BUTTTTTTTTT how do players know how much damage their bows and arrows do?


 
And shouldn't better amries sue better arrows and better
 
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Bows and arrows fall under smithing. So like 1-9 smithing would be 1d4 dmg bows, 1d2 dmg arrows, 20 range, so on so forth.
 
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WEAPONS;


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 2D2, Arrow does 1D3, 25 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 2D3, Arrow does 1D4, 30 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 2D4, Arrow does 2D2, 35 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 2D5, Arrow does 2D3, 35 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 2D5, Arrow does 2D3, 40 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 2D5, Arrow does 2D4, 45 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 2D6, Arrow does 2D4, 50 range


80+ Unmatched in crafting items, all characters now have unique and magical armor.


Weapons cannot exceed 4d8.


Bow 3D5, Arrow does 3D3, 60 range
 
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
 
Rand 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
agreed


What do you think of the post on Terrain bonuses?
 
Flat area - no bonuses/penalties


Hill - Defender gets +1 block. And plus 1 hit chance


Attacker gets -1 hit chance


River crossing- Person who doesn't cross gets +1 hit chance


Narrow path (area where you cannot send all your troops in at one, a valley fight etc) - The battle ratio is now 1:1, battle as of numbers are equal


Archer ambush (archers ambush from atop a valley or on a mountain - Attacking Archers get +5 to hit, def don't archers get -3 to hit. Enemy archers are immune to attack for a round


--- Double Post Merged, Today at 12:16 PM, Original Post Date: Today at 12:14 PM ---


Forest ambush is same as archer ambush


--- Double Post Merged, Today at 12:19 PM ---


But with melee units
 
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
 
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Rand 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
agreed
 
Rand said:
Cool. Man we are just hammering down these details!
sadly no oen else is helping. Hoefully this rp isn't dead


 
What about sieges?


And constructing forts and field defenses?


 
Rushed Field Defenses - +1 block


1 hour to build


Basic Field Defenses - +1 block +1 hit chance


3 hours to build


Field Defenses - +2 block +2 hit chance


5 hours to build


Entrenched Field Defenses - +2 block +3 hit chance


24 hours to build
 
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Don't worry this RP is alive. Sieges are also a very important thing to talk about, good idea.


Rushed Defense (1 hour - 12 hours)- Spans 20ft wide, made of dirt, gives those housed in the defense +1 block. Basically a small dirt wall.


Basic Defense (13 hours - 24 hours)- Spans 30 ft wide, made of dirt and wood, gives those housed in the defense +2 block, and archers +1 attack. A small dirt wall with wooden supports that covers two sides.


Moderate Defense (25 hours - 36 hours)- Spans 35 ft wide, made of wood and stone blocks, gives those housed +3 defense, and archers +1 attack. A larger fort-like building, with three walls made of stone bricks and wooden supports.


Good Defense (36 hours - 48 hours)- Spans 40 ft wide, made of stone and wooden supports. Gives those housed +4 defense, and archers +2 attack and +10 range. A large building surrounded on four sides by walls. Has a second floor that is made of wood, on which archers stand to fire down at enemies.


 
Sieges are more complicated. Trade inward and outward is intercepted, giving the sieger both bonuses. If there is no food inside the city, those inside of the besieged city begin to starve after a week, and after two weeks half to population is dead. In a capitol, there is a month's supply of food in stores for every capitol, and each capitol has to designate an escape route. Escape route plans can be intercepted or discovered by assassins or scouts, however. If scouts or assassins find the documents for the escape routes, then plans can be made to intercept fleeing refugees, and stop food supply altogether.
 
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