Difference between revisions of "MPNP Unit Generation"

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*'''Green:''' -3
 
*'''Green:''' -3
 
*'''Blue:''' -1
 
*'''Blue:''' -1
*'''Normal:''' -0
+
*'''Normal'''
 
*'''Red:''' +2
 
*'''Red:''' +2
 
*'''Black:''' +5
 
*'''Black:''' +5
Line 16: Line 16:
 
*'''Green:''' -50%
 
*'''Green:''' -50%
 
*'''Blue:''' -30%
 
*'''Blue:''' -30%
*'''Normal:''' -0
+
*'''Normal'''
 
*'''Red:''' +50%
 
*'''Red:''' +50%
 
*'''Black:''' +150%
 
*'''Black:''' +150%
  
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.
+
===Core Value===
 +
The Core Value is the number that is used in place of stats as a check against [[MRPG Activated Abilities|activated abilities]]. This does mean that in some cases an ability will always succeed, but the GM can add some random elements and very core values. In general, the specified Core Values will be a default based on the unit description. As with everything, that value is raised or lowered according to color.
  
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.
+
Because Core Values vary widely by level and unit type, color variations are based on percentage:
  
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.
+
*'''Green:''' -60%
 +
*'''Blue:''' -20%
 +
*'''Normal'''
 +
*'''Red:''' +80%
 +
*'''Black:''' Immune to all activated abilities.
 +
 
 +
===Resistance===
 +
Resistances - some mobs are going to have inherent resistances listed for them. Additionally resistances are added based on color type. For the sake of reduced complexity, Units will only use the eight [[MRPG Damage Types#Damage Reduction|resistance types]] covered under Damage Reduction.
 +
 
 +
*'''Green:''' No resistances at all, not even inherent
 +
*'''Blue:''' No additional resistances
 +
*'''Normal'''
 +
*'''Red:''' 5% per rank of Lesser and Greater Path resistance, all inherent resistances +10%
 +
*'''Black:''' 10% Genesis per rank, all inherent resistances +20%
 +
 
 +
===Magic===
 +
Units 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.
  
 
==Encounters==
 
==Encounters==

Revision as of 00:14, 13 December 2012

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 producing stats and full character sheets from them would be quite a chore. So, lets cut it down a bit.

Individual Units

Combat

Each unit will have a listed table for AV, DV, RV, and SV. This will include both a base and a variable, along with a dice-type. (Example: AV 40 + 4d20). Dice are then added or subtracted from this according to the unit's color.

  • Green: -3
  • Blue: -1
  • Normal
  • Red: +2
  • Black: +5

HP/MP

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.

  • Green: -50%
  • Blue: -30%
  • Normal
  • Red: +50%
  • Black: +150%

Core Value

The Core Value is the number that is used in place of stats as a check against activated abilities. This does mean that in some cases an ability will always succeed, but the GM can add some random elements and very core values. In general, the specified Core Values will be a default based on the unit description. As with everything, that value is raised or lowered according to color.

Because Core Values vary widely by level and unit type, color variations are based on percentage:

  • Green: -60%
  • Blue: -20%
  • Normal
  • Red: +80%
  • Black: Immune to all activated abilities.

Resistance

Resistances - some mobs are going to have inherent resistances listed for them. Additionally resistances are added based on color type. For the sake of reduced complexity, Units will only use the eight resistance types covered under Damage Reduction.

  • Green: No resistances at all, not even inherent
  • Blue: No additional resistances
  • Normal
  • Red: 5% per rank of Lesser and Greater Path resistance, all inherent resistances +10%
  • Black: 10% Genesis per rank, all inherent resistances +20%

Magic

Units 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.

Encounters

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.

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.

If:

  • 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.

Mage Wars RPG

For the MMO, the system generates full character sheets for each mob, based on a few variables to produce less consistency.

See Also