"No great mind has ever existed without a touch of madness."
~Aristotle

Sunday 9 October 2016

ネバーウィンターの勇者伝説~Concepts of something already existent [Mk VI]

It's semi-official, guys and gals. My sis seems utterly uninterested in confronting me over my trolling stunt. Coupled with the fact that views from Singapore hit a spike for my last post. In other words, I'm really unofficially famous globally. At the same time, it also means my sis (together with my entire family most likely) knew the identity of my beautiful legal housebreaker from day one. Which also means all her BFFs also know this lobo genius in their own way(s). And no, I don't mean my sis' BFFs. To quote a German from The Fantasy Forums (don't know how it's going now)... "Yay! I'm screwed! -.-'"


A/N: In recent news, Nathan did Singapore proud. Gunning for the top is only natural, but there can only be one winner. I'm referring to Nathan Hartono by the way, not Nathan Jones. If my future girlfriend is a fan of the correct Nathan, I think I'll need to apologize to her one fine day over this comparison (?).


Realised I've done a dumb mistake on the Skills. Namely two definitions instead of just one. Therefore, I'll need to rename one of them. Skills as in fixed characters specific stuff will be renamed as Traits.

At the same time, I need to tweak the number of at-will powers available per every 4 levels. Instead of 2 at-will and encounter powers available in this context, the system will change to...

1. You'll get 2 encounter powers per every 4 levels. This stays unchanged.
2. You'll get only 1 at-will power per every 4 level.
3. Daily powers earned via levelling up stays unchanged.

Stats (plus base attack bonus and AC)
Strength:
Affects your character's base attack bonus and damage dealt (+1 per point of Strength above 12). Also affects the maximum number of bag slots usable (+5 slots per every 2 points of Strength above 14).

Constitution:
Affects your character's maximum hit points and resistance to damage over time (+1% max HP per every 3 points of Constitution above 12). Affects resistance to any non-maigcal control effect (e.g. daze, stun, and knockdown).

Dexterity:
Affects your character's base attack bonus (+1 per every 2 points of Dexterity above 12). Gains 1 point of AC per every 4 points of this stat above 12.

Intelligence:
Affects the number of rank points given (1 default rank point given to every character with 2 additional rank points given per every 3 points of Intelligence above 12). Also affects how fast action points can be gained during combat (1% increase per point of Intelligence).

Wisdom:
Affects duration and resistance to any magically induced control effect. Also affects how fast action points can be gained during combat (1% increase per point of Wisdom).

Charisma:
Affects the cost for any service, items, and gear available in-game. Also affects resistance to control effects, whether magically induced or not.

On base attack bonus, it depends on 3 factors.

1. The grade of weapon used
2. Strength
3. Dexterity

Weapon grade can be classified under 4 ranks: Rudimentary, Average, Superior, and Masterwork. Note that this ranking system also applies to other aspects of the gear system. Below is the table for base attack bonus given via the weapon grade.

Rudimentary: No bonus given
Average: Same as above
Superior: +2
Masterwork: +4

Base attack bonus affects two things: Chances to hit, amount of damage dealt, and chances of a critical hit.

As for AC, it stands for Armour Class. This affects your character's defence. In fact, this is the only base defensive available in the game. For every point of AC, your character gains 2% reduction in damage taken.

Damage type
There are two main categories and more than just two sub-categories.

Main categories:
Physical-Physical damage doesn't confer any additional properties beyond the amount of damage dealt. Fairly effective against most enemy types.
Magical-Damage which confers certain properties. Can overlap with physical damage depending on whether a weapon is used. Effectiveness varies according to the enemy type.
Elemental-Damage which can come from either physical or magical means. Able to overlap with physical damage depending on whether a weapon is used. Effectiveness varies according to the enemy type.

Sub-categories:
[under physical damage type]
Slashing-Medium damage range.
Medium critical chance and superior armor penetration.

Piercing-Low damage range.
Superior critical chance and armor penetration.

Blunt-High damage range.
Low critical chance and average armor penetration.



[under magical damage type]
Arcane-The most common form of magical damage available, the bread and butter of any wizard and sorcerer. 
Medium damage range.
Superior critical chance and average armor penetration (superior armor penetration against construct type enemies).
Deals direct damage unless specified otherwise.

Radiant-Highest damage game when it comes to fighting creatures of unholy nature. Against enemies of other types, radiant damage counts as a reduced form of fire damage.
Medium damage range.
Medium critical chance and low armor penetration.
10% chance of +2 AC upon hit.
Deals damage over time.

Necrotic-Highest damage game against most enemy types. However, there are exceptions to this rule.
Superior damage range (low damage range against.enemies of undead, outsider, aberration, and construct types).
Superior critical chance and low armor penetration (low critical chance and low armor penetration against enemies of outsider and aberration types).
Damage increase per hit.
Deals damage over time (against enemies of natural type) or direct damage (against enemies of other types).



[under elemental damage type]
Acid-Average damage, but still not one to underestimate. Acid damage is never about destroying the opposition, but rather to make the victim suffer before his gruesome end.
Medium damage range.
Medium critical chance and superior armor penetration.
-2 AC upon hit.
Deals damage over time.

Poison-Like acid damage, poison is all about hellish agony rather than a merciful death. Poison weakens the enemy so that resistance is made futile.
Medium damage range.
Medium critical chance and low armor penetration.
-2 Constitution upon hit.
Deals damage over time.

Fire-The most damaging element available, the favored choice of those desiring nothing but swift destruction for their enemies.
Superior damage range.
Superior critical chance and superior armor penetration.
Deals damage over time.

Ice-Deals the least damage out of all the magical damage types, its versatility in combat makes it an ideal choice for crowd control.
Low damage range.
Low critical chance and low armor penetration.
Applies debuff to movement and base attack bonus upon hit.
Deals damage over time.

Lightning-Higher damage game than ice and equal damage range with arcane, but lower than fire damage. Its greatest strength lies in compounding any fire or ice damage dealt beforehand and a chance to expand the area of effect.
Medium damage range.
Medium critical chance (superior critical chance if target enemy takes fire damage) and medium armor penetration (superior armor penetration if target enemy takes ice damage).
10% chance of dealing area of effect damage (against single target) or an increase in area of effect (against multiple targets).
Deals direct damage.

Enemy types
Enemy type is very important. While it doesn't give you the choice to choose your own battlefield by default, at least it gives you the choice on how to fight the battle itself. Enemy type will affect the nature of the respective enemy's damage resistance, be it for better or worse. Below is the list of enemy types available in the game. Note that the list is both tentative and will stretch beyond the first game.

Natural
Enemies of natural type are those of flesh and blood, beings with self-awareness. They live and die according to the natural cycle.

Strong resistance against: None
Weak resistance against: Arcane damage (+5% chance of critical hit and -15% damage resistance)

Undead
Abomination defying the natural cycle of life and death. While they are mostly without their own will, liches and ghosts are dangerous exceptions.

Strong resistance against: All except for fire and radiant damage
Weak resistance against: Radiant damage (50% chance of critical hit; -20% damage resistance after taking damage); fire damage (30% chance of critical hit; +30% damage over time; -5% damage resistance after taking damage)

Additional attributes: Undead have nothing to do with the living. As such, they're immune to pain.
Immune to critical hit unless against radiant/fire damage.

Aberration
Denizens from the Far Realm, they are nothing less than a creation of nightmares and insanity. Only the foolish or recklessly brave would dare face them in a battle. Sadly, prudent folks are forced to take such risks more oft than not.

Strong resistance against: None
Weak resistance against: None

Additional attributes: Due to their ties with the Far Realm, aberrations are capable of inducing crippling madness upon anyone foolish enough to cross their way.
5% chance to deal psionic damage. Targets affected by psionic damage suffer -3 in base attack bonus and -2 AC.

Outsider
Another form of alien entity, outsiders are beings beyond the Prime Material Plane. Not to be confused with aberrations, for the Far Realm is beyond the reach of any other plane in existence (technically at least, however, the Far Realm still counts as part of the standard cosmology).

Strong resistance against: Physical damage (+10% damage resistance)
Weak resistance against: None

Demon
Beings from the Abyss, sworn enemies of the devils. A parallel to the primordials nature wise, demons exist only to destroy and annihilate.

Strong resistance against: Necrotic damage (no damage over time)


Weak resistance against: Radiant damage (+10% damage over time)

Additional attributes: Due to their chaotic nature, demons are capable of ripping apart the opposition via sheer wrath.
+10% damage dealt with an additional 1% damage bonus being added over time.

Devil
Unlike the chaotic demons, devils are evil beings of order. A parallel to the gods, devils exist to conquer and rule via whatever means.

Strong resistance against: Necrotic damage; fire damage (no damage over time; applicable to both damage types)

Weak resistance against: Radiant damage (+5% damage upon hit)

Additional attributes: Because devils are beings desiring subjugation rather than destruction, their minds are always capable of manipulating the battlefield instead of all out fighting.
10% chance to summon any devil minion of a lower level.

Fey
Native beings to the plane of Feywild and the realm of Feydark below, the fey boast of affinity with the primal forces defining nature itself. From the noble eladrin to the nefarious fomorians, the fey are ever whimsical and outright apathetic.

Strong resistance against: Arcane damage (immune to critical hit)
Weak resistance against: Physical damage (+2% critical chance)

Additional attributes: Due to their affinity with magic untamed, the fey are able to channel this very power during times of war.
Physical damage dealt is also considered as arcane damage.

Construct
Bereft of life, yet having the strength and resilience beyond anything seen. Constructs are created and used by wizards to guard against any perceived threats. Not just against individuals, but more oft than not the task to protect whatever knowledge gleaned through hard work or dastardly means.

Strong resistance against: Physical damage (+20% damage resistance); fire damage (+20% damage resistance; no damage over time)
Weak resistance against: Arcane damage (20% chance of critical hit; +15% damage taken); ice damage (+2% damage taken per hit); lightning (compounding damage effect via ice damage)

Additional attributes: Due to their non-living nature, constructs are able to take extensive punishment even from the deadliest of warriors.
Immune to critical hit unless against arcane damage.

Ooze
Beings of acid, fighting an ooze can be difficult at best and outright suicidal at worst. More oft than not, it's the latter.

Strong resistance against: Physical damage, acid damage (will not deal any damage)
Weak resistance against: None

Additional attributes: Due to its nature of structure, an ooze doesn't feel pain. As one of the acid element, an ooze is capable of dealing extensive damage through itself.
Immune to critical hit; damage dealt is counted as acid type.

Magical beast
Considered as part of the natural type, magical beasts nevertheless have a strong affinity for magic. As a result, they are more difficult to deal with.

Strong resistance against: Arcane damage (immune to critical hit)
Weak resistance against: None

Elemental
Beings of terrifying power, elementals represented the destructive nature of the elements more than anything else. Each elemental will always be tied directly to its plane of existence, hence the various types of such creatires.

Strong damage resistance against: Physical damage, arcane damage
Weak against: Radiant damage; any elemental damage of opposite nature.

Additional attributes: Due to the conflicting nature surrounding the respective elemental planes, elementals will always feed off that very element creating them while displaying weakness against attacks bearing an opposite element.
Elementals are immune to elemental damage so long both belong to the same element. Against any elemental damage of conflicting nature (e.g. a fire elemental taking ice damage), the elemental suffers -5 AC upon hit. Damage dealt by elementals are strictly non-physical, but counts also as arcane damage on top of the elemental damage dealt.

Shadow
Denizens hailing from the realm of Shadowfell, these beings have merged into one with their homeland. Ever elusive and deadly, death is the only way for one to behold their form.

Strong resistance against: Necrotic damage (-30% damage dealt; no damage over time)
Weak resistance against: Radiant damage (+30% damage taken; -3 AC after taking damage); fire damage (+20% damage taken; +5% in damage over time)

Additional attributes: Those of the shadow are known as deadly adversaries striking under the cloak of darkness. Hence, they are only seen under the cover of the night like the goddess Shar.
+4 AC against opponents of a lower level; +2% chance of critical hit.

P.S: Getting late now.

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