MRPG Facet List OLD

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Revision as of 16:42, 13 September 2012 by CourseDirector (talk | contribs) (List)
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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.

List

These are the preliminary Facet Lists. A chain is denoted by a series of *. So, for example:

  • Weapon Focus: Blades: Grants a +1 per-level bonus to Weapon Proficiency: Bladed whenever the player uses a bladed weapon.
    • Weapon Focus: Swords Grants an additional +1 per-level bonus Weapon Proficiency: Bladed, as well as adding +1 per-level to Mortal Damage.
      • Weapon Focus: Bastard Swords: Grants 1 additional attack dice.

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

These are the facets related to proficiencies:

Weapon Focus Proficiencies

  • :
  • Weapon Focus: Blades: Grants a +1 per-level bonus to Weapon Proficiency: Bladed whenever the player uses a bladed weapon.
    • Weapon Focus: Swords Grants an additional +1 per-level bonus Weapon Proficiency: Bladed, as well as adding +1 per-level to Mortal Damage.
      • Weapon Focus: Bastard Swords: Grants 1 additional attack dice

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.

Old Stuff

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.


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.

See Also