Difference between revisions of "MRPG Facet List OLD"

From The Coursebooks Wiki
Jump to navigation Jump to search
(List)
(List)
Line 74: Line 74:
  
 
===Proficiency Facets===
 
===Proficiency Facets===
Skill-based facets specifically affect skills and grant certain abilities/increases based on skills. Obviously you will have to have the required proficiency to make it go.
+
Proficiency-based facets specifically affect skills and grant certain abilities/increases based on skills. Obviously you will have to have the required proficiency to make it go.
  
 
===General Facets===
 
===General Facets===
Line 81: Line 81:
 
====Role-Based Facets====
 
====Role-Based Facets====
 
A subset of general facets, can still be taken by anyone but sorted by class-types(sword, sorcery, hybrid, etc).
 
A subset of general facets, can still be taken by anyone but sorted by class-types(sword, sorcery, hybrid, etc).
 +
 +
===Skill-Based Facets===
 +
These are facets relating specifically to various skills.
  
 
==See Also==
 
==See Also==

Revision as of 16:30, 13 September 2012

The game is designed to allow a high degree of customization or personalization, encouraging each gamer to develop a play style that they find entertaining. There is no "right" or "wrong" way to play a specific class.

Types

Facts come in two flavors: active and passive. A passive facet is one that is "always on" and thus has some sort of permanent effect. An active facet is on that must be temporarily "switched on" to have its effect.

Availability

Facets are not class-specific, but rather are based on proficiencies, if you do not have a given proficiency you cannot learn the facet. This is similar to spells, once you take the proficiency, you gain access to the spells.

Facet Trees

Facets will mostly be learned through a tree-system whereby adding points to 'take' one facet exposes others. Facet Trees will be sorted by proficiency.

Facet List

This will eventually be a list of facets and their dependencies, probably in table-form.

Proficiency Focus Facets

Each proficiency has a focus-facet as the first in a facet-chain.

Sample Weapon Facet-Chain:

CostNameDescription
1Weapon Focus: BladedGrants a +1 per-level bonus to Weapon Proficiency: Bladed whenever the player uses a bladed weapon.
3Weapon Focus: SwordsGrants an additional +1 per-level bonus Weapon Proficiency: Bladed, as well as adding +1 per-level to Mortal Damage.
10Weapon Focus: Bastard SwordsGrants 1 additional attack dice

Each weapon sub-type(and there are a lot of them) will have basically an identical chain substituting the different weapon-types.

Facet Notes

These are facets that need to be made when the facet system is eventually developed:

  • A facet which lets character's use Martial Weapon Proficiency for any Weapon. They do not get bonuses for type/subtype from this, but can wield any weapon with a single proficiency.
  • A facet-chain to allow players with a high medicine Skill to use it to increase their healing effects on others.
  • A facet-chain that essentially negates the need for Tinker in order to open locks.
  • Facet Chains to impact regeneration of HP and MP, possibly culminating in facts that impact total HP/MP calculations.
  • Two facets for earning extra spell memorization-slots.
  • A facet to allow slow-cast spells to be cast as quickly from the spellbook as if they were memorized.
  • A facet allowing weave spells to be cast from the spellbook as fast as though they were memorized.
  • A facet to make spellbooks treated as 1-handed weapons
  • A facet to allow equiping a second spellbook to the off-hand
  • A facet-chain to give the character increased dodge and evasion without having the dodge/evade proficiencies.
  • A facet-chain to allow a character to ignore up to three interrupt-events when casting a spell. This works on anti-magic auras but not on spells that directly specify that they interrupt slow-casts.

List

Time to get down to the nitty-gritty and try to produce the lists.

Stat Facets

These are facets which specifically affect the stats of the game.

There will be chains allowing to increase unbuffed stats, as well as chains allowing you to use your buffed-stat. Each chain will be specific to a stat(in otherwords a chain might allow you to use your buffed Speed Stat for all calculations) These chains also affect the modifiers.

Finally, a set of chains that allow a character to use different stats in place of others(such as using your speed stat to attack instead of strength).

Stat facets will include a dependency list as well.

Proficiency Facets

Proficiency-based facets specifically affect skills and grant certain abilities/increases based on skills. Obviously you will have to have the required proficiency to make it go.

General Facets

Facets that can be taken by anyone for any reason and do stuff.

Role-Based Facets

A subset of general facets, can still be taken by anyone but sorted by class-types(sword, sorcery, hybrid, etc).

Skill-Based Facets

These are facets relating specifically to various skills.

See Also