The Final Chapter: Reckoning of the Light.

  • Thread starter Makuta Teredax
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Makuta Teredax

OK so I decided earlier today I was going to try something new, an RP with D&D elements.
I’ll show you the ropes now.
Ok so here we are ready for the D&D RP, the basis of this RP revolves around the 1-20 dice roll, except for this RP seeing as I cannot make sure you roll your dice I’ve found a simple solution, you choose what you roll. Yes you can PICK the number you roll. But inclusive with being able to choose your dice roll I’ve also made it a little more interesting.

Let’s say you choose to roll a 20, generally in a classic case of D&D this is an automatic critical success, and when you roll a 1 it’s usually a critical FAIL so obviously I’m going to have everyone magically rolling 20’s. Well I’ve mixed things up a little so every time you pick a number everything’s in a different place so instead of 20 = Success, 20 = FAIL, possibly it may still be a success, so that seems pretty unfair because I could just make anyone fail or success, so I’ve come up with another solution, from level 1 onwards you gain a modifier to your roll 1 level = 1 mod point, this mod point counts towards the direction of success. Here ill explain it a bit better.

Example.

You choose a 1 but 20 is a critical success, so a 1 means you’re gonna FAIL pretty hard, but then the modifier kicks in pushing your FAIL 1 up towards the critical Success 20 by 1 so you choose a 1 but get a 2 because of your modifier meaning you don’t completely fail and smash you face trying to pour a cup of hot drink you just tip hot liquid all over yourself.

Another example.

You choose a 12 but 13 is a critical success, so a 12 means your gonna succeed, but then the modifier kicks in pushing your 12 up towards the critical success 13 by 1 so u choose a 12 but get a 13 because of your modifier meaning you don’t just punch him in the face, but DING critical success you crush his face with your mighty fist of critical successfulness.

So in this RP you can literally do ANYTHING you want, you want to try suplex someone off the top story of a building sure if you can wrestle with a NPC until you get to the side where you want to suplex him off but what’s to say a critical FAIL is one number below a success meaning your modifier tries to get to 20 but you chose a 18 where 19 is a FAIL and choosing an 18 +1 from your modifier deals you a 19 meaning you trip and fall off the building suplexing yourself into a wooden cart, VERY HARD FAIL.

More rules will be introduced as the characters get more powerful but for now here’s how we will be playing.

Rules for non-combat RP: ...There are none YAY when we aren’t in combat you RP like normal you can go crazy doing anything, stealing from blind old men, drinking all the pubs booze to practising you weapon skills to increase your combat stats but whatever you attempt pick a number if you think it could have a negative outcome.

Example.

You’re walking towards the pub, don’t roll unless you want me to FAIL you.

You’re attempting to successfully entice an attractive woman in the pub with your handsome looks and long wavy hair, roll who knows maby she’s waiting for her husband to return.

COMBAT

Rules for combat RP: Ok this is where the RP gets very serious and requires dedication and patients.

When in combat, a post is going to be 4secs of real world time so in one post you cannot flip twice, look around, swing you weapon and run away that’s just silly, the main character stat in combat is dexterity. Your Dexterity Modifier (DEX) allows more actions to be taken in combat.

Example.

Character: DEX = 1
Enemy Boss NPC: DEX = 3

So with combat a character will always go first meaning they get an Initial Swing post, in this post they can either:
Move to another NPC/ Character if their current target is incapacitated.
Dodge an attack.
Duck an attack.
Parry an attack.
Attack.
Cast ability or spell.

Now this is where your DEX comes into it all, from the list above you can choose an amount of actions EQUAL to your DEX, so obviously you can only choose one for the meantime, apart from the Initial swing post where you can MOVE to a target character/ NPC this is the ONLY time you can exceed your DEX.

Example combat post.

A combat post will always begin with an OOC post of what your characters status is.

OOC: HP: 100/100.
ENERGY: 100/100.
MANA: 100/100.

BIC: (Insert name here) runs towards (Insert boss name here) and swings his mighty beat stick (12).



So here is an example of a combat post (feel free to spruce your own posts up however you like, just remember your limited to your DEX) it states that the character has moved towards the target NPC and has attacked. Now whenever you attack you MUST *cough* roll your dice and place your number in brackets (12) after every attack you make. Once all the characters make their attack posts it is MY turn, I will be playing as the NPC’s and you will all be the characters.

So here is what a combat round looks like.

Character 1.
Character 2.
Character 3.
NPC.

Once all the characters in the current fight have made an Initial Swing post it’s my turn to retaliate. Once I have had my turn it’s the characters turn once again.

Example combat round.
Character: DEX = 1
Character: DEX = 1
Enemy Boss NPC: DEX = 3



OOC: HP: 100/100.
ENERGY: 100/100.
MANA: 100/100.

BIC: (Insert name here 1) runs towards (Insert boss name here) and swings his Mace of Fiery Death (12).



So this is the first character post.



OOC: HP: 100/100.
ENERGY: 100/100.
MANA: 100/100.

BIC: (Insert name here 2) runs towards (Insert boss name here) and swings her Staff of Elemental Air (3).



This is the second and last characters post which means I begin my Initial Swing step.




OOC: HP: ???.
ENERGY: ???.
MANA: ???.

BIC: (Insert boss name here) runs towards the team of adventurers, he parries (Insert name here 1) attack and jumps above (Insert name here 2)’s attack and swings down with his own attack attempting to crush (Insert name here 2).



Now as you see above the boss has a DEX of 3 which means he can make up to three of the stated actions above in this case he Moves (Granted from his Initial Swing step), Parries an attack (1), Moves again (2), and attacks (3).

So with the character attacks (12) wasn’t a blow landing attack and neither was (3) the boss parries and dodges the attacks so you must roll again (obviously different numbers) to try and hit the boss. The numbers for landing a blow will never change during a fight but there may be only 1 number that is a successful hit.

Example boss hit chart.
1: Miss
2: Hit
3: Miss
4: Miss
5: Miss
6: Miss
7: Critical
8: Miss
9: Miss
10: Hit
11: Hit
12: Miss
13: Hit
14: Hit
15: Miss
16: Hit
17: Critical
18: Hit
19: Hit
20: Critical

So that concedes the first combat round.

Example combat round 2.
Character: DEX = 1
Character: DEX = 1
Enemy Boss NPC: DEX = 3



OOC: HP: 100/100.
ENERGY: 100/100.
MANA: 100/100.

BIC: (Insert name here 1) swings his Mace of Fiery Death at (Insert boss name here) (15).



So this is the first character post again he attacks.



OOC: HP: 100/100.
ENERGY: 100/100.
MANA: 100/100.

BIC: (Insert name here 2) attempts to dodge (Insert boss name here)’s attack (20)


This time this character attempts to dodge the attack from the boss rolling a (20)




OOC: HP: ???.
ENERGY: ???.
MANA: ???.

BIC: (Insert boss name here) dodges (Insert name here 1) attack and hits (Insert name here 2) for 15 damage.



Now here we have a character attempting to avoid an attack which is unsuccessful and results in damage being taken.

Example boss miss chart.

1: Miss
2: Hit
3: Miss
4: Miss
5: Miss
6: Miss
7: Critical
8: Miss
9: Miss
10: Hit
11: Hit
12: Miss
13: Hit
14: Hit
15: Miss
16: Hit
17: Hit
18: Hit
19: Miss
20: Hit

So this is basically how attacking and avoiding attacks in this RP works if you want anything explained further don’t hesitate to ask I’ll be happy to explain more.

Now here is how damage works for Characters.

The main character stat for MELEE damage, is Attack Power (ATK) this stat is increased with strength.

Character Strength: 10
Character (ATK): 30

So when you’re dealing melee damage you base it on your (ATK) and the current weapon you have, some armour may also increase or decrease (ATK).

Damage = (ATK) + Weapon Damage

Example.

(ATK): 30 + Mace of Fiery Death weapon damage: 12 = 42 damage.

Now the main character stat for SPELL Damage, is Spell Potency (POT) this stat is increased with stamina.

Character Stamina: 10
Character (POT): 20

So when you’re dealing spell damage you base it on your (POT) and the current weapon you have, some armour may also increase or decrease (POT).

Damage = (POT) + Weapon Damage

Example.

(POT): 20 + Staff of Elemental Air: 30 = 50 damage. Note spells are cast from your hands so if you don’t want your hands to explode DO NOT wear something that armours your hands because the spell will get caught in them (you can however wear fingerless gloves which allow spells to be cast without the risk of becoming handless).

You can also heal a player, a heal is always a success unless you have to react to another player or NPC or your interrupted, you heal for how much your damage is. A spell always takes 1 post to perform and on the second post it resolves.

Now when fighting Mobs I will post a picture and stats of what you are fighting, but for bosses you will only have a picture to work with so it becomes that much more interesting.

There are 4 different groups for attacks which effect different amounts of people:
Melee: Affects one single enemy target within melee range.
Melee AOE: Affects all enemy targets within melee range.
Spell: Affects one single enemy or ally target within eyesight.
Spell AOE: Affects everything enemy or ally within eyesight.

Upon exiting combat you will be rewarded with EXP and loot.

ADVENTURING.

When adventuring you can inspect the area for Secret Coves/Passages and or Traps simply roll and if you roll high enough ill start you off down a different path which will usually always result in awesome loot and huge EXP boosts.


CHARACTER STATISTICS.

As a character in this RP you have and must rely on your stats.
Your stats are as follows.
Stamina.
Strength.
Health.
Speed.

Now your Modifiers are changed by your Stats, your modifiers are as follows.
(DEX): Speed.
(POW): Stamina.
(ATK): Strength.



When you start this RP you’re character will start at level 1 with minimum stats.
SPEED: 1
STAMINA: 1
STRENGTH: 1
HP: 100

And you’re Modifiers.
(DEX): 1
(POW): 2
(ATK): 3

Whenever you kill an enemy NPC or complete a task you will be rewarded EXP. The EXP required to level up is an additional +250 EXP on whatever your last level’s EXP was. The EXP required for level 1 to get to level two is 250, in addition to levelling up you are granted bonuses to your stats. Every level all your stats increase by 5 as well as getting these 5 point increases to your stats you will also receive an additional 5 skill points which you can sink into the stats you want increased more you can spend these 5 points however you like.

Your base HP will all be 100 and will increase by 50 each level (however different classes may be granted the ability to change this HP increase at each level).

When you reach certain levels you will also learn new attacks and spells which you can use to deal more damage or heal damage off party characters.

CLASSES.

There are 6 classes which you can choose from:

Barbarian.
Warrior.
Rogue.
Shaman.
Druid.
Mage.

The Barbarian focuses on purely dealing colossal amounts of damage and being able to take heaps of it as well, their spells and abilities are focused around increasing the damage they deal and inspiring their fellow adventurers into fits of rage and heroism, they are the true kings of Melee combat.

The Warrior prises themselves on their ability to use a two-handed weapon with the finesse and accuracy equal to that of a brain surgeon, they focus on perfecting their combat skills and are bound by honour, their spells and abilities focus on not only dealing damage but keeping their enemies down and hurt.

The Rogue lurks in the shadows and attacks silently and quickly before disappearing again, they use questionable tactics like poisons and guerrilla attacks, their spells and abilities blind and cripple enemies and increase their speed so they can escape enemy clutches.

The Shaman uses the elements around themselves to attack their low armour and HP require them to stay as far away as possible from their enemies but a powerful enough Shaman can be almost as destructive if not more destructive as a Barbarian. Their spells and abilities reside in the ground and air itself and can be used to protect and heal allies.

The Druid chants and transforms their own body into that of legendary animals they can use huge bestial bear claws and breathe dragons fire on enemies, their spells and abilities are based around healing allies and ripping enemies apart with claws.

The Mage practises spells all day and night their damaging spells are unquestionably the most destructive when compared to that even of a Barbarians devastating melee attack, however if a melee enemy was to get close enough to a mage the result would be similar to a lawnmower rolling over a mouse, their spells and abilities blast solids to pieces and freeze enemies to the ground.

SECONDARY CLASSES.

Once a character of high enough level becomes eligible, they may be granted the blessing of ascension.

Ascended Classes are as follows:

Holy Paladin (melee)
Psychokinetic Avatar (Melee)
Arcane Omnipotent (spell)
Earth Breaker (Spell)

The Holy Paladin have devoted their life to the gods they are extremely resilient and can increase their weapon damage by huge amounts using the holy powers granted to them. Their spells and abilities smite down upon the unholy and sinners burning them, they are a force to be reckoned with.

The Psychokinetic Avatar use telekinesis to manipulate the world around them, they use at least 6 weapons at once and can levitate, their spells and abilities create energy shields and cause huge spontaneous combustions from inside enemies, they can also tell how powerful an enemy is and see into the future.

An Arcane Omnipotent has become so in tune with the spells they cast they have become one with them their body burns with the fires of suns and the sonic emitted from their open mouth can shatter mountains. Their abilities can summon huge celestial beings to fight for them and they can blast away entire armies. However they are still very squishy to stronger enemies and can be hurt with spell countering abilities.

The Earth Breaker can move mountains and create huge water geysers, they literally control nature and can reduce their mass so weapons pass through them like air, or they can increase their density until they become harder then crystals. Their spells and abilities reside around creating catastrophic natural disasters and being able to increase their own survivability as well as others.

If you have any questions feel free to ask I am currently writing the sign up thread now, once you have joined and selected your first class I will PM you with a list of your spells and abilities and what levels you get them at, I’m also open to requests for customized spells and abilities but you have to remember if you request an ability it will have to be quite strong as it will probably be one of the last ability you learn.
 
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