by Once was Mortimer » Monday January 25th, 2016 5:48pm
PRIMARY ATTRIBUTES
Might: A measure of ones physical prowess, strength and endurance. Some situations will call for a 'Feat of Might' such as kicking down a locked door, lifting a heavy portcullis or lifting a companion from the edge of a pit. A high value of Might also gives a bonus to damage in hand to hand combat. (Note: May also be the basis of a simple armour encumbrance system, we will have to determine if its to finicky to include).
Agility: A measure of ones swiftness, reflexes and coordination. Some situations will call for a 'Feat of Agility' such as leaping over a pit, dodging a rolling boulder, etc. A high value of Agility also give a bonus to damage in ranged combat and can also reduce the effectiveness of an opponent's attack. It also determines the movement bonus a hero character receives.
Will: A measure of ones craftiness, power and mental resilience. Some situations will call for a 'Feat of Will' such as braving a particularly fearsome monster, resisting a mind altering spell or possibly solving a puzzle. A high value of Will also increases the effectiveness of spells one can cast. It also determines how much Mana a spellcaster begins a game with.
SECONDAY ATTRIBUTES
Life: A measure of ones fortitude against damage and injury. In combat one can lose Life, if Life is reduced to 0 a character is defeated (Heroes are Knocked Out and their foes and allies are removed from the board, see later).
Mana: A measure of ones ability to tap into the mystical energies of the realm. Only spellcasting characters receive Mana and will take a number of Mana tokens equal to their Will at the beginning of the game.
COMBAT ATTRIBUTES
Combat (Attack?): How many dice can be rolled in combat while attacking an opponent. The higher the number the more possible damage can be dealt to an opponent. Weapons, Might and a creatures size determine how high ones Combat value is.
Armour (Defense?): How many dice can be rolled to defend against an opponents attack. Each die rolled for Armour has chance of countering an opponents hit, reducing damage received. Natural toughness and worn armour determine how high ones Armour value is.
FEATS
There will come times when a character will be called on to perform a Feat of Might, Agility or Will. To succeed in such the character rolls one standard die for each point they have in that respective attribute, each die that rolls equal to or over the difficulty of the feat succeeds. E.G. The Warrior tries to kick down a locked door, it requires a Feat of Might5 (Where the 5 represents the difficulty needed to pass the test). She rolls three standard dice as indicated by her Might value of 3, scoring a 1, 3 and 6. The 6 beats the difficulty and the door is kicked in.
Sometimes this isn't enough for some feats, a character must be extra successful to perform them. This is indicated by a multiplier added onto the feat. E.G. The Elf needs to leap over a pit, the pit however is 2 spaces wide and requires a Feat of Agility4 x2 (For each space leapt). With an Agility of 4 she rolls 4 standard dice, scoring a 4, 6, 2 and 6, more than enough to clear the pit. The Dwarf attempts the pit next but only has an Agility of 2, rolling a 4 and a 2 he clears the first space but falls into the second space of the pit. Sometimes a character will simply not have a high enough attribute to perform such a feat and must find an alternative.