| Post/Author/DateTime | Post |
|---|---|
| #1uglyvanApr 19, 2010 6:44:44 | based on 10 classes |
| #2uglyvanMay 01, 2010 8:25:20 | ... or, the system is a mere listing of abilities, each with minimum class requirements; abilities are always on; there are also spells, in a 28 spheres system ( using LICORNES combos such as CxS=healing sphere with 30 graduations from 1x1 to 8x8 ); and there are six characteristics (the usual ones) derived from 12 sub-stats (from Ad&d 2.9, each ranging 1-8 for a characteristics range of 1-30 using legendary values or 1-7 x 1-7 for 1-25 epic values or 1-6 x 1-6 for 1-18 superb values or 1-5 x 1-5 for 1-14 good values); all abilities are each linked to one characteristic, and your characteristic score gives you slots (or points) to purchase abilities with the abovementioned minimum class requirements BASE score 5 6 7 8 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6 6 7 8 8 7 7 8 9 9 8 8 9 10 10 9 9 10 12 12 10 10 11 15 15 12 12 12 16 16 14 14 13 20 18 15 15 14 25 20 16 16 15 24 18 18 16 25 20 20 17 30 21 21 18 36 24 24 19 25 25 20 28 28 21 30 30 22 35 32 23 36 35 24 42 36 25 49 40 26 42 27 48 28 49 29 56 30 64 |
| #3uglyvanMay 01, 2010 8:38:26 | ... and of course the BASE you use for your stat levels is your highest sub-stat (from either the 8 LICORNES sub-stats or the 12 sub-stats from Ad&d 2.9) BASE title 1 Weak 2 Mediocre 3 Fair 4 Good 5 Excellent 6 Superb 7 Epic 8 Legendary (well BASE 5 is Excellent not Good errr ) |
| #4uglyvanMay 01, 2010 8:42:34 | ... or BASE title 1 Impaired 2 Weak 3 Mediocre 4 Fair 5 Good 6 Superb 7 Epic 8 Legendary (now BASE 5 is Good hehee! ) |
| #5uglyvanMay 01, 2010 14:44:43 | the LICORNES combos can look like this: earth LI war LC time LO numbers LR weather LN law LE necromantic LS fire IC creation IO guardian IR animal IN air IE water IS chaos CO wards CR protection CN combat CE healing CS travelers OR summoning ON divination OE OS charm RN thought RE RS sun NE plant NS astral ES (these are divine spheres from Ad&d 2) L Logics I Influence C Body Reigns (french corps) O Technics (french outils) R Relationship N Nature E Mind (french esprit) S Sexuality |
| #6uglyvanMay 01, 2010 16:36:09 | a sample table for sub-stats points: Global Level points 1 1510 2 1530 3 1560 4 1600 5 1650 6 1710 7 1780 8 1860 9 1950 10 2050 11 2160 12 2280 13 2410 14 2550 15 2700 16 2860 17 3030 18 3210 19 3400 20 3600 21 3810 22 4030 23 4260 24 4500 25 4750 26 5010 27 5280 28 5560 29 5850 30 6150 sub-stats points are to be divided between stats ( 12 stats from Ad&d 2.9) and the 8 LICORNES Domains; total stat Domain cost cost 8 n.a. 64 9 n.a. 81 10 n.a. 100 11 n.a. 121 12 n.a. 144 13 n.a. 169 14 n.a. 196 15 n.a. 225 16 256 17 289 18 324 19 361 20 n.a. 400 24 300 576 25 325 625 26 351 676 27 378 729 28 406 784 29 435 841 30 465 900 31 496 961 32 528 1024 33 561 1089 34 595 1156 35 630 1225 40 820 45 1035 46 1081 47 1128 48 1176 49 1225 50 1275 51 1326 52 1378 53 1431 54 1485 edit: these two tables stink. Really. stats cost have a lowest value of 24 because characteristics minimas are 3 which comes from 3x1 (for a total of (3+1) for each characteristic or (3+1)x6=24 which costs 300 points) ; at level 1 suppose you have only 3s in each of the six STR/DEX/CON/INT/WIS/CHA stats you end up with 1510-300=1210 points in the Domains total ===>1156 points / 34 Domains total; this lets you begin as a potent spellcaster with LICORNES values like 2/3/6/4/4/4/5/6 (at 1st level you are usually limited to BASE 6) so that you reach level 18 in CS (healing) and level 17 in CE (combat) and ES (astral); 1510-1156=354 which leads to a stats total of 26 (for a cost of 351 points); still, a totally unplayable character with only 3s (but it is workable by the rules lol); a typical 1st level character would be 48 stats points total; this would let him bear 4x4 stats combos (for a typical characteristic value of 12 under BASE 6); 48 points total = 1176 points; 1510-1176=334>324 (Domains total of 18, for example LICORNES 1/1/6/1/1/1/3/4 for level 15 in healing, level 13 in combat and level 10 in astral) spells would presumably not be arranged like in DnD; here a sample equivalence table ability Ad&d level eqv 1-6 n.a. 7-14 cantrip 15-16 1st level 17-18 2nd level 19-20 3rd level 21-22 4th level 23 5th level 24 6th level 25 7th level 26 8th level 27 9th level 28-30 spells beyond 9th level |
| #7uglyvanMay 02, 2010 4:48:45 | now sub-stats from Ad&d 2.9: Muscle: use Global Level (1-30) x Muscle level (1-8) and refer to Global Table: Global Table bonus GL x sub-stat #dice rolled +1 1 1 +2 3 1 +3 6 1 +4 10 1 +5 15 1 +6 21 2 +7 28 2 +8 36 2 +9 45 2 +10 55 2 +11 66 3 +12 78 3 +13 91 3 +14 105 3 +15 120 4 +16 136 4 +17 153 4 +18 171 5 +19 190 5 +20 210 6 +21 231 7 Muscle sub-stat is used for melee attacks; it is opposed to a Balance check; you roll upto the number of dice using d20s keeping the best value rolled and add the bonus to this die roll; magic (for a magic weapon in this case) is added to the bonus and can add d20s: for example, you are GL 10 with Muscle 6, branding a +2 long sword: 10x6=60===>+10 bonus and 2 dice rolled, add +2 for sword gives +12 bonus and 3 dice rolled. Stamina: stamina weight max running level allowance speed 1 10 lbs x1 or 3 feet per second 2 20 lbs x2 or 6 feet per second 3 40 lbs x4 or 12 feet per second 4 80 lbs x6 or 18 feet per second 5 150 lbs x8 or 24 feet per second 6 300 lbs x10 or 30 feet per second 7 500 lbs x12 or 36 feet per second 8 1000 lbs x15 or 45 feet per second weight allowance is for a typical 180 pounds adult; if weighting 210 pounds, multiply by 210/180 |
| #8uglyvanMay 02, 2010 5:18:23 | Balance: when not caught unaware, Balance gives general reflex saves and dodge; use the Global Table with multiplying Balance level x Global Level; armors: min balance armor balance malus type 1 0 no armor 2 -1 leather 3 -2 chain mail 5 -4 plate mail Aim: aim is used for distance attacks; use Aim level x Global Level and refer to Global Table; when you resolve a stat vs stat contest, the winner may gain extra bonuses to the efficiency of his action: you add +1 to the damage rolled for each winning point of the contest; example: Gurnghir punches through Yvain's plate armor Gurnghir has Muscle 7, uses bare hands and is GL 17; Yvain has Balance 6, wears plate armor and is GL 14; Gurnghir: 7x17=119===>+14 bonus and 3 dice rolled: 17, 4, 5 Yvain: (6-4 for plate)x14=28===>+7 bonus and 2 dice rolled: 14, 20 Gurnghir keeps 17 and adds +14 bonus for a total of 31 Yvain keeps 20 and adds +7 bonus for a total of 27 Gurnghir - Yvain gives 31-27= +4 damage to the punch; well, actually armors lessen the damage taken (I dunno how by now) |
| #9uglyvanMay 02, 2010 5:27:20 | Fitness: at 1st level (where you are limited to BASE 6), hit points are calculated like this: Fitness hit points 1 5 2 7 3 10 4 14 5 19 6 25 when you reach 2nd or 3rd (global) level, you may adjust hp with using this formula: (4+fitness) x GL Health: health gives you your Fortitude save using Health Level x Global Level and referring to Global Table |
| #10uglyvanMay 04, 2010 9:57:18 | another way of class level assignments: 15 classes each based on a two-stats combo: Fighter Str/Dex Barbarian Str/Con Ranger Str/Int Priest Str/Wis Paladin Str/Cha Ninja Dex/Con Illusionist Dex/Int Monk Dex/Wis Thief Dex/Cha Psionicist Con/Int Druid Con/Wis Brute Con/Cha ArchMage Int/Wis Bard Int/Cha Ruler Wis/Cha you choose a three class combo with you choosing freely from the above with the restriction that you have only one of each the six stats in your three class combo i.e. Fighter/Psionicist/Ruler is valid but Fighter/Ninja/ArchMage is not valid (because Str/Dex + Dex/Con + Int/Wis uses Dex twice). Then you call your three-class combo your preferred classes; preferred classes begin at professional rank at level 0; they climb up to champion rank at level 1 and master rank at level 2; other classes begin at incompetent rank at level 0, they climb up to novice rank at level 1 and amateur rank at level 2; because you can climb in 15 classes upto level 2 in each, maximum Global Level is still 30. A beginning character must either choose a champion class in his preferred ones or a novice class in the other ones. an incompetent class level means you know nothing of what the class deals with; a novice class level gives you basic class operation knowledge and lets you recognise other characters of that class; an amateur class level gives you ease of operation within the class boundaries; a professional preferred class level means you use your class skills only to compete with other professionals (of their own preferred classes); a champion class level means you can work properly as a champion for your cause (with no class restrictions); a master class level makes you clever at noticeing hidden clues with the help of which you can end up encounters as easily as a snatch of your fingers; obviously you spend your time doing other things unnoticeable from normal neighbours... at hte option of your DM, you can begin play with only one professional preferred class level, the other two being still of amateur type (as in youth age). Of course amateur level for a preferred class means one negative level; so with two amateur classes you would begin at GL -2... |
| #11uglyvanMay 05, 2010 8:46:46 | The four Axes: |
| #12uglyvanMay 05, 2010 9:08:16 | now for a typical race combination of the six basic stats and the four axes: human race: stats total: 96 + 6/GL (maximum 276 at GL 30) axes total: 16 + 4/GL (maximum 136 at GL 30) let's say kobolds are weak physical opponents but fierce spellcasters: stats total: 54 + 4/GL (maximum 174 at GL 30) axes total: 36 + 6/GL (maximum 216 at GL 30) the two totals (stats and axes) give the 10 combos (like in Str=(Muscle x Stamina), IR=(Influence x Relationship) etc); when Str=16 in BASE 6 it costs you 25 stats points (well a 5x5 combo costs 25 points that's all. (so that a 6x3 costs 18, a 2x2 costs 4 and so on).) the above two race examples merely state that a starting human has stats averageing 12 and axes averageing 4, or sub-stats equal to 4 each and domains equal to 2 each; likewise, a starting kobold would bear stats of 8 (with sub-stats equal to 3) and axes of 8 (with domains equal to 3) (all of this on the average; remember that in order to enter BASE 6, one must bear at least one 6 in a given sub-stat or domain) |
| #13uglyvanMay 07, 2010 3:49:26 | ... hmmm, six basic stats and four axes for a ten stat combination... this reminds me of another post I had sent here in those forums: CORNE C = Strength x Constitution O = Dexterity x Intuition R = Presence x Survival Instinct N = Tactics x Empathy E = Swiftness x Memory here we've got ten stats; furthermore these stats can be cut in two for a twenty sub-stat combo: Strength = Athletics x Physical Cohesion Constitution = Endurance x Cleansing Dexterity = Combat Reflexes x Reach Intuition = Insight x Thievery Presence = Intimidate x Leadership Survival Instinct = Streetwise x Dungeoneering Tactics = Bluff x Diplomacy Empathy = Nature Lore x Religion Swiftness = Speed Factor x Initiative Memory = Arcana Lore x History for the most these sub-stats come from DnD 4 skills; here are unreferenced defines: Physical Cohesion gives Damage Reduction Cleansing means you leave no trace; in effect it is equivalent to high stealth combined with high toxins resistance Combat Reflexes gives general Fighter Level Reach lets you dive deeper and deeper within an opponent's defenses like in Champions's Find Weakness Talent Leadership is like Ad&d 2.9's sub-stat of Charisma Speed Factor gives general speedness value: you get to act every n segments (a round is 10 segments long) 1 act every 10 segments 2 9 3 8 4 7 5 6 6 5 7 4 8 3 Initiative is something I dunno about; perhaps it lets you manage different fights at the same time; I only know that with a good init you have the opportunity to act first against your opponent(s); is also very important to spellcasters; well this is all basic knowledge of that sub-stat, so mine score would be weak (2) (as with other Ad&d players' score; this time again Wizards win the contest - I speak "Wizards" for they're supposed to be what they claim to be, eh? ) ( typical answer from Wizard: - Some knowledge requires in a correct way to get unvealed a lot of work from the janitor that I teach in the Magic Arts; keep up the good work, janitor ) |
| #14uglyvanMay 07, 2010 4:31:18 | now if we use this system and still want to build classes based on a two stats combo, we would end up with 45 classes for a five-class multiclass system (as you arrange stats two by two - or is it two with two? - ) for a 9x7x5x3x1=945 choice of character builds; of course in a 5-class system, level 30 is reachable if all classes reach level 6; in another post relative to the ADOM roguelike I planned to let classes climb upto level 10 for a Global storyline of 50 Levels; the idea linked with maxlevel=10 for a given class was to let each class bear spells of upto level (class-1) (so that a level 5 rogue would use spells of level 0-4 in his Domain spells); if we limit class levels to 6 we could for example claim that in order to reach spell level 7 you need two 6th level classes; three 6th-level classes would permit spells of up to spell level 8, and four 6th level classes would empower your character with 9th level magic (for a minimum Global Level of 4x6=24; the 10th level of spell use would be available to 30th level characters - that is, a character bearing only 6th level classes). ..Or we could spend one day thinking of maximum spell levels based on GL, with bonus spell levels dependant on # 6th level classes, like in GL spell level 1 0 3 1 5 2 7 3 9 4 11 5 13 6 in this regards, there would be a special spell level 11 given to 30th GL characters (like in the God's Quest) |