Some base rules that I am kicking around for a fantasy game.
This will be the updated version 2.0 of my older game Dungeon Crawler.
Attributes:
STR Strength Muscle Strength.
HTH Helth Constitution, HP, etc...
TGH Toughness Soak, HP, guts.
DEX Dextarity manual dextarity and reflexes
AGL Agility Whole body manuverabulity
INT Intelegence Smarts, learning.
PIE Piety Connection with your god.
MAN Mana Connection with the magic of the natural world.
CHA Charisma Likeableness, Guile, abulity to tell a lie and get away with it.
PCP Perception Find stuff, like doors, traps, etc... also save vs surprise.
MP Magic points How much power you have to cast spells before you loose HP
SP Standing points How well you sit with your god.
HP Hit points How much punnishment you can take before death.
Priest Magic, is like begging for aid from his god. SP is equal to a base of (piety & level) you get back 1/2 piety every day as long as you pray before sleep and appon waking. This SP can go up to the base of the SP. He can also exceed the base SP by making sacrifices of items or animals, (people for evil). SP spent, level, piety, and dice roll vs. complexity of request equals chance of sucess.
Sorcerous magic is simelar except the mage cannot exceed the MP value and he can use HP as well as MP.
SM Strike Mod. a value indicating both skill with the weapon and it's abulity to pierce armor.
DM Damage. The abulity of the weapn to cause damage and to injure through armor.
DV Deflection Value. abulity of Armor to deflect attacks, the abulty for you to avoid the attacks all togeather, and the abulity to parry with shields and weapons.
AV Absorption Value. abulity to absorb the impact of the weapon and soften damage to the person wearing armor.
Parry, Dodge, Deflect: the three portions of the DV. parry is gained from shields, weapons and weapon skills. Dodge is gained from agility. Deflect is gained from armor and shields.
Inititive: combat will be simelat to Badlands (action wise) and inititive will allow you to attack faster.
Speed and Weapon Handeling: a weapon that is slow will attack only once pr. attack action, a weapon that is fast will attack more often pr. action.
Blunt Weapons: Get 1/4 deflect, 1/2 parry and +50% AV (tend to be fast)
Piercing Weapons: get 1/2 deflect, -25% parry, (tend to be slow)
Chopping Weapons: normal (tend to be fast)
Slashing Weapons: deflect x2, AV +50%
Finess Weapons: Doubble AGL bonus, 1/2 STR bonus. Rapier, Knife.
Brute Force Weapon: Doubble STR bonus, 1/2 AGL bonus. 2h sword, 2h club, 2h mace, 2h battle ax, 2h pick ax.( just about any 2 h weapon.)
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