Difference between revisions of "MPNP Unit Generation"

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(Created page with 'Creating units in Mage Wars PnP takes a certain amount of patience and planning. The unit catelogue lists quite a few monsters and villains to combat, but produ…')
 
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Creating units in [[Mage Wars PnP]] takes a certain amount of patience and planning. The [[MRPG Mobs|unit catelogue]] lists quite a few monsters and villains to combat, but producing stats and full character sheets from them would be quite a chore. So, lets cut it down a bit.
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There are two approaches to making units. You can go the solid route and draw up full character sheets, or you can take the simple approach. Here, we will be covering the simple way.
  
First of all, instead of stats, mobs have Av, DV, RV and SV values. They will also have Dodge and Evasion values. These will be variable with a dice number. So a mob might have 40 + 4d20 for SV. For color values, dice are added or subtracted depending on distance from normal.
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==Unit Creation==
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'''Step one:''' pick your unit from the [[MRPG Mobs|catalogue]]. The unit description will have a pretty solid base to work with, so draw from it as you complete the checklist.  
  
HP/MP - each mob will have a listed amount and a variable, the DM can simply roll a dice or pick based on the variable. Color variations increase or decrease the amounts.
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===Color and Star Rating===
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These need to be considered ahead of time as they influence a lot of other factors. The base description in the catalogue assumes a normal colored unit and provides a base Star rating. Add stars according to color and vary other stats and abilities accordingly.
  
Core Value - each unit gets a Core Value, which is the number used for all ability checks against it. Players have individual numbers based on stats and skills, but mobs just get one Core Value. This might also be a variable rolled at the time of creation.
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===Attack Value and Defend Value===
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The catalogue will not list a base attack and defend values but will use descriptive terms like "strong" and "weak" and "unarmored" to give you a starting point. Take a look at the AVs and DVs of your player characters and work out a rough range around that. Too high of DVs will mean your players can never land a hit. Too loo and it will be too easy.
  
Resistances - some mobs are going to have inherent resistances listed for them. Additionally resistances are added based on color type. Produce a table to that effect.
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Consider also difficulty: do you want to challenge your players? Any target can be hit with careful planning and teamwork.
  
Spells - mobs with magic will have a list of between 1 and 5 magic spells that they know and can use. The GM decides which spell is used when.
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There is no need to work out the background stats, just fill in attack and defend values so you have dice to role.  
  
==Encounters==
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===Hit Points===
At any time, the GM can simply script an encounter based on the party and the situation. Adventure modules will also include some fully-scripted encounters.
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Again there's no base in the catalogue, and it's okay to leave this one blank if you're planning a mock fight. The soul of MRPG involves one-shooting a ton of little guys. Hit points are primarily valuable when you are making a challenging encounter or planning out a [[MRPG End Boss|boss fight]].
  
For random generation, each encounter has a number of "monster points" to distribute. The color-type of an enemy unit determines its point-value, so a 25-point encounter would have a number of monsters ranging in color from green to black. Individual units do not have a specific point-value, rather each color has a value.
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===Activated Abilities and Special Attributes===
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Enemies can have [[MRPG Activated Abilities|activated abilities]] just like player characters. Also like player characters they have cool downs. Feel free to ignore the cool down rules if you wish, there's nothing like a bad guy who can use disarm every single turn.
  
If:
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Units may also have immunities. Activated Abilities work on the Star rating system, but some targets can be straight up immune. Sometimes its obvious. a Gryphon, for example, uses its claws as a weapon, and is thus immune to disarm. Other times it will be listed.
*Green = 1
 
*Blue = 2
 
*Colorless = 3
 
*Red = 4
 
*Black = 5
 
  
And you were to encounter a 25-point clowder of viverren, it could be 25 greens, 5 blacks, or any combination there in. This system needs some refinement but there we go.
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If its not listed, and its not obvious, it doesn't have the immunity.
  
==Mage Wars RPG==
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The caveat is if it's carrying an item. Let's say you're characters are fighting a Swordsmen, in order to make him immune to the Disarm effect, he should have a [[MRPG Weapon Upgrades|hand chain]] on his sword.
For the MMO, the system generates full character sheets for each mob, based on a few variables to produce less consistency.  
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===Inventory===
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Now, if you're giving your players a big fight (a ton of weak enemies), odds are you aren't going to give each and every enemy a full inventory. But, as a general rule: if a bad guy is carrying a sword, when he dies he needs to drop a sword. If he was a particularly strong opponent, it should be a good sword. Consider primarily using base items with varying quality and -imbue effects. The general idea is that your characters, walking around with their magic swords, are special and more powerful. Most of the people you meet won't have those.
  
 
==See Also==
 
==See Also==

Latest revision as of 21:37, 1 June 2018

There are two approaches to making units. You can go the solid route and draw up full character sheets, or you can take the simple approach. Here, we will be covering the simple way.

Unit Creation

Step one: pick your unit from the catalogue. The unit description will have a pretty solid base to work with, so draw from it as you complete the checklist.

Color and Star Rating

These need to be considered ahead of time as they influence a lot of other factors. The base description in the catalogue assumes a normal colored unit and provides a base Star rating. Add stars according to color and vary other stats and abilities accordingly.

Attack Value and Defend Value

The catalogue will not list a base attack and defend values but will use descriptive terms like "strong" and "weak" and "unarmored" to give you a starting point. Take a look at the AVs and DVs of your player characters and work out a rough range around that. Too high of DVs will mean your players can never land a hit. Too loo and it will be too easy.

Consider also difficulty: do you want to challenge your players? Any target can be hit with careful planning and teamwork.

There is no need to work out the background stats, just fill in attack and defend values so you have dice to role.

Hit Points

Again there's no base in the catalogue, and it's okay to leave this one blank if you're planning a mock fight. The soul of MRPG involves one-shooting a ton of little guys. Hit points are primarily valuable when you are making a challenging encounter or planning out a boss fight.

Activated Abilities and Special Attributes

Enemies can have activated abilities just like player characters. Also like player characters they have cool downs. Feel free to ignore the cool down rules if you wish, there's nothing like a bad guy who can use disarm every single turn.

Units may also have immunities. Activated Abilities work on the Star rating system, but some targets can be straight up immune. Sometimes its obvious. a Gryphon, for example, uses its claws as a weapon, and is thus immune to disarm. Other times it will be listed.

If its not listed, and its not obvious, it doesn't have the immunity.

The caveat is if it's carrying an item. Let's say you're characters are fighting a Swordsmen, in order to make him immune to the Disarm effect, he should have a hand chain on his sword.

Inventory

Now, if you're giving your players a big fight (a ton of weak enemies), odds are you aren't going to give each and every enemy a full inventory. But, as a general rule: if a bad guy is carrying a sword, when he dies he needs to drop a sword. If he was a particularly strong opponent, it should be a good sword. Consider primarily using base items with varying quality and -imbue effects. The general idea is that your characters, walking around with their magic swords, are special and more powerful. Most of the people you meet won't have those.

See Also