For instance, regular attacking would be carried out as regular T1 attacks would, but the outcome of these attacks are determined by a dice roll. I'll explain this in more detail as we go along. I would like to mention, before we begin that this style may seem very very very complicated, but in the end I'm sure you'll see it very fair, and more realistic. Frankly, I am tired of people doing monuvers that would be utterly impossible for them to do. With the release of TD we can limit these out rageous claims, and compare them to submitted stats so every character is seen for what it really is, rather then mantained by mere nessessity rather then good roleplay.
Each character has these stats in which attribute points must be destributed into.
Strength:
Dexterity:
Wits:
Mana:
Dodge:
Brawl:
Melee:
Resistance:
Damage:
Will:
Speed:
Perception:
Magical force:
I bet now you're wondering how many points you get, and how you determine how many points you get? Well, allow me to answer this for you right now. Each race has their own ammount of attributes they recieve, plus FIVE bonus attributes. There are a vast ammount of races out there, so to cover them all, may simply be impossible. Because of this, we have devised a pattern that covers racial fields, all races somewhere or another fall into these categories. You can add the attribute points your race offers into which ever category you wish, but remember, each catagory is there for a reason, and it is those reasons that make a character die, or succeed in battle.
First I will tell you what each attribute category does, and effects, this way you can determine how you would like your attributes arranged.
Strength: Strength would be your life. For example. If you had 50 strength, then you would have 50 hit points to use before your character would be killed.
Dexterity: Dexterity reffers to your characters stamina. After your character takes damge equal to half of your dexterity you will recieve one point of aggression damage. This is subtracted from your Strength.
Wits: Wits increase your chances of casting a spell. If you have higher wits then your oponent, then your difficulty is lowered by five. This depend son the difficulty of the attack.
Mana: This is the ammount of magical power you have to expend. When you run out of mana, it does not refresh until the next fight. If you are a magic user, You can use one WILL turn and decide wether it is to try your luck again, or refresh your mana instead.
Dodge: This is the ammount of dice you may use to counter an attack. The more dice in your dodge pool, the higher the success rate is of you successfully dodging an attack.
Brawl : This determines how well you fight in close ranges, or hand to hand. Anything closes then two feet away from an enemy would be considered a brawl roll. When in this close range, you roll the ammount of dice you have for brawl, for example. If you have two brawl points, you roll two dice, if your oponent has 4 brawl points, he rolls 4 dice. Who ever rolls the highest combine total is successful. if you roll higher, your attack is a success, then your oponent must have a dodge roll, to see if your attack hits or not. If your oponent rolls higher, he automaticly dodges your attack and needst not submit to a dodge roll. This is his chance to attack.
Melee: This works the same as brawl, and effects only when weapons are in play. You must roll your Melee number against your oponent's, the winner has it his/her way.
Resistance: If hit by a magical blow. You may choose to "soak" damage. You roll an ammount of dice that is in your resistance pool, and then that much magical damage is nulled. After doing this, you lose one dice from this pool until the fight is over.
Damage: If you successfully hit a target, you deal this ammount of damage to your oponent. If the oponent is hit by a magical attack you add your damage attribute number + your wits. For example. if you are capable of dealing 6 damage, and have 3 wits. You roll your dice and land a 3. The damage delt to your oponent would be 6 damage total.
Will: This is pretty much the luck of your character. If you fail an attempt to harm an oponent, you may use one dice from your will pool. By taking this dice, you may roll this singly, and add it to your previous total, in order to increase the damage, and or dodge an attack you failed previously. Will points do not return to you until the fight is over. You can also use your will dice in order to add life to your character, but if you roll more then your strength allows, it will not increase it.
Speed: This is a "successor" for your melee or brawl skills. You add these attributes to your melee or brawl, this makes the difficulty raise. For example. If you have 5 speed, and 6 melee, the difficulty for your oponent to dodge would be 11.
Perception: This determines how well you may detect hidden things. For example. If some one has a hide skill, you may use a perception dice roll in order to detect them. Perception can also be sued to increase Dexterity, as well with dodge. This of course is to increase your chances of dodging.
Magical force: Magical Force determines the potency of your magical attacks. This will be the ammount of damage destributed to an oponent if he or she is hit by an attack that is magic based.
Now I will reveal to you how many stat points your character has. Some of this may seem unfair, but this system comes from jakal games, and is very fair if you think of it. It's just how the game is played. Of course certain races are biased to one another, and things may not seem proper. Do not let this discourage you from using this style. It can be very fun at times, and of course it is as fair as some one can get.
Forest Creatures: This includes characters like, elfs, trolls, goblins, wyrms and things of that nature. You have 25 stat points to destribute if you fall into this catagory. You start with a base strength of twenty.
Desert Creatures: You start with 15 attribute points to destirbute. A base strength of 15.
Planes Based characters ( Characters from another world or deminension): You start with a base strength of 25, and a total of 15 attribute points to distribute.
Mortals/Humans: Start with a base strength of 10, with a total of 10 attribute points to destribute.
The Undead: Start with a base strength of 13 with a total of 21 attribute points to distriute.
Legendary Creatures: Start with a base strength of 234 with a total of 500 attribute points to distribute.
Insectoids : base strength of 7 and a total of 10 attribute points to distribute.
Giants (Greater Humans): Base strength of 20, with a total of 20 attribute points to distribute. Giants can not exceed a speed pool of 13.
Heavenly Creatures: Start with a base strength of 19 with a total of 19 attribute points to distribute.
Now comes the time where I must walk you through the actual process of telling wether or not you successfully dodged an attack, and what everything means in laymen terms. This may seem complicated at firts, but gradually you'll get the hand of it.
Dodgeing :
remember, each 1 point stands for 1-six sided dice. To roll a six sided dice you must type /roll 1:6
Dodgeing Magical Attacks :
You must roll the difficulty of the mage. The mage's difficulty is determined by the combination of his Wits and Perception . If the mage is casting, and has 6 points of wits, and and 3 points of perception, he may roll nine six sided dice. The out come of these numbers will determine the difficulty to dodge the spell.
Dodging comes down to a combination of dodge and perception If some one rolled a difficulty of twenty, and you had 5 dice in your dodge pool, and three in your speed pool, then you would have 8 dice and the comhine dnumber of them all must exceed the difficulty. If it does not, then you ar ehit by the spell.
Dodging Melee: Now, in a sword to sword duel, dodging is coparted with melee and dodge . So in order to dodge a weapon's blow, your success roll for the dodge MUST be greater the the difficulty of the sword attack. The difficulty of the sword attack is determined by melee and speed .
Soaking Magical Damage:
In order to soak damage of magical essence, you must have atleast 1 dice in your Resistance Pool. Let's say when soaking damage from a magical source, you can only use one dice per magical attack. if you use this one dice from your pool, you roll it, if it appears as a "4" then four damage is subtracted from the damage total your character would take. At the end of a fight you may return the Magic Soak dice to your pool, but not during the fight. for instance, if you have 4 soak dic ein your pool, you can only soak FOUR times, that's it. No more.
Takeing Damage :
Taking damage is simple. If you are hit by a magical attack, you subtract the number of Magical force attributes from your strength. For example. if your oponent hits you with a magical attack, and you take 5 damage from it, then your strength is reduce by five. if your strength was 40 to begin with, then now you have 35. Relativly easy?
If you are hit by a regular melee attack, then you must subtract the ammount of damage from your strength equal to the Damage that your oponent has. For a brief example. If he has 23 damage that he is capable of inflicting, then you will subtract the number of brawl from points form the damage, then reduce your life to the new title. If you have a brawl of 6, and your enemy has a damage ratio of 45, then you take 39 damage. If this reduces your strength to less then 0, your character is dead.
Will :
The number of Will attributes you have, is like an ingame "redo" you may roll one of the dice from your will pool. Your oponent may do the same. Who ever has the highest number decides wether or not the turn is redone. This is a way of completeing an attack you failed or anything similar to that. Will Pool dice can also be moved during combat. If you choose to sacrifice a point of will. You may roll it, you add that number to a desired stat, such as strength, mana Resistance or Dexterity. Once you use a Will Dice from the Pool, it is removed from the game until the fight is over.
Brawl :
This is used for close-quarters combat. If you are a mage, then usually you will have a 0 melee skill. To replace the melee skill with brawl gives you a chance. This comes down to the use of your fists and can replace the stats of a sword. BUT if you do have melee and brawl, you could very well double the difficulty of your attack. Brawl can only be used to add to the difficulty if you are within 3 feet of your oponent. Your oponent may sacrifice a perception point in order to null your brawl. You on the other hand, can sacrifice a perception point to null his null of your brawl, and it can keep going till no brawl points are left.
Refrence to how damage is distributed :
Magic Damage: = Magic Force. Difficulty to dodge a magic spell is equal to your Mage's Wits+ Perception.
Melee Damage : Damage. Difficulty is Melee+Speed.
Doubling Melee difficulty : Sacrifice a Brawl point. Roll the single 6 sided dice, the outcome of the number is added to either Melee, or Speed.
Dodgeing Melee: To dodge you must roll Speed+Dodge. Or Dodge+Melee, but only if you are armed with a weapon.
TD Slang, a quick way to tell others your attributes.
Str = Strength.
Dex = Dexterity.
WT = Wits.
M = Mana.
dg = Dodge.
b = Brawl.
ml = Melee.
R = Resistance.
d = Damage.
W = Will.
s = Speed.
pr = Perception.
df = Difficulty.
So, if some one says somthing like, "So what's the difficulty to dodge that man?".
You could just say--
(ml+s=df/d=dx12-R.)
Which of course would roughly translate to.
Melee Plus Speed equals the Difficulty.
The Damage would be equal to my damage ( the number behind the damage abbrieviation ) subtract the damage you can resist if you choose to.
Any questions about This new Style TD? I hope it'll be used more foten, seeings how it will limit characters to attributes. I of course will be subjecting all of my characters to this attribute system. if you wish to register your character as a legitament TD fighter. Merely configure your attribute points for me. E-Mail me them in HTMl code. I'll copy and paste it onto a new section which will be updated as your skills increase. I forgot to add above. each character gains 2 points every week. After registeirng as a legitmanet TD fighter, he must e-mail me every week telling me where these two stat points go. if he/she fails to e-mail me this update in time, then he does not gain these points. And if you have any questions reguarding this style, please ask them under the "Rules" section in our forum system. Thanks.