Seventh

October 24, 2009

Weapon damage update

Filed under: rules — anteolsson @ 17:10
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I have thought about how to calculate weapon damage back and forth for a while now. Today I was reminded that the Strength affects the speed of the swing with a melee weapon. Therefore ones Strength should increase the amount of dice you roll for the Damage Roll. So, now for every 10 levels of Strength you have you will roll an extra Die for damage. You will also add your strength value to the Damage Roll as a modifier. An example.

I have 10 Strength and I wield a longsword. The base damage is always 1d6 (no matter if you wield a weapon or not). The weapon damage for the long sword is 1d8. This adds up to:

2*Base Damage Dice+ 2*Weapon Damage Dice + Strength = 2d6 +2d8 + 10 = 14 – 38 Physical Damage

It is 2* both Base Damage and Weapon Damage because my Strength is at 10. If my Strength was 20 then the calculation would look like this:

3*Base Damage Dice+ 3*Weapon Damage Dice + Strength = 3d6 + 3d8 + 20 = 26 – 62 Physical Damage

There is also another factor that will increase the amount of Base Damage Dice and Weapon Damage Dice you Roll, and that factor is the sharpness of the Weapon. Sharpness Factor 0 is the lowest and you can not Roll any extra Dice for Damage. Sharpness Factor 1 will allow you to roll one extra Damage Die for both Base Damage and Weapon Damage. So the complete formula for calculating Damage is:

[Strength/10]d[BaseDamage] + [Strength/10]d[Weapon Damage] + [SharpnessFactor]d[BaseDamage] + [SharpnessFactor]d[WeaponDamage].

You could also sum upp all the multiples of Strength and Sharpness Factor before you calculate, so it looks like this:

Multiple = Strength/10 + SharpnessFactor. This in turn then gives the following formula:

[Multiple]d[BaseDamage] + [Multiple]d[WeaponDamage] + Strength.

Isn’t that wonderful?

September 4, 2009

Update – Attributes

Filed under: Faculties,rules — anteolsson @ 20:38
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I have been thinking back and forth about the attributes a character should have. There are certain that are mandatory such as Strength and Intelligence but there are also some that are far to specialized like Dexterity.  Dexterity only refers to your hands which is why Agility is a much better attribute as it involves the whole body.

I have added a new attribute called Intuition because we have nothing like our sense of intuition and it is a lot of the time a very important tool for survival. Our intuition gives us information about things without doing any activte thinking and it is the main tool a new born baby use for learning. I older ages we start using our intelligence and the more we train our intelligence the more we rely on critical thinking rather than intuition.

I have also rethought Charisma. As I see it ones Charisma describes an unseen and unexplainable force that draws us to people. Natural leaders are often called charismatic. The conclusion I have made though is that it has to do with some kind of balance in oneself. A nerdy professor in mathemathics is not called charismatic just because he is very intelligent and likewise a beautiful model is not called charismatic because of his or her good looks. You can make example out of every Attribute.
The charisma was before calculated by making an average of all the attributes but that does not take into account if your Intelligence score is much higher than your Strength Score. So, now you first take an avarage of all your attributes and then you subtract the sum of The Highest Attribute minus The Lowest Attribute.

On top of this I have found a way to implement Charisma in the game. It will work passivly and be a tool for the game master to decide how the people and intelligent creatures in the the world of Seventh react to the playing character. So it will work passively. So, if the playing character has a low charisma score, uneven attribute values, the game master would not have people starting talking to the playing character without the playing character taking the initiative.

The Intuition attribute will also work passively and the game master will use the Intuition value as an indicator of how much information that will be relvealed to the player without the player making any Intelligence rolls or the like. So the player cannot make Intuition rolls.

That is it for today

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