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| author | realtradam <[email protected]> | 2022-11-11 21:00:47 -0500 |
|---|---|---|
| committer | realtradam <[email protected]> | 2022-11-11 21:00:47 -0500 |
| commit | 42345b253b3708e0792bb3c3e36cfe5f70c6adcc (patch) | |
| tree | 8e177f24747610f3ff7082e4a1b72382e5389737 /src | |
| parent | ce2531f12ba2982ed9c7998653896b9f70f1092d (diff) | |
| download | Plore-Tabletop-Game-42345b253b3708e0792bb3c3e36cfe5f70c6adcc.tar.gz Plore-Tabletop-Game-42345b253b3708e0792bb3c3e36cfe5f70c6adcc.zip | |
cards have export and many other additions/changes
Diffstat (limited to 'src')
| -rw-r--r-- | src/attributes.md | 4 | ||||
| -rw-r--r-- | src/combat.md | 6 | ||||
| -rw-r--r-- | src/social.md | 49 |
3 files changed, 55 insertions, 4 deletions
diff --git a/src/attributes.md b/src/attributes.md index fd2de25..279dbe4 100644 --- a/src/attributes.md +++ b/src/attributes.md @@ -4,7 +4,7 @@ All attributes are grouped up into 4 distinct groups, each group representing on ## Innate Stats: stats chosen at the start that dont change - For new characters: 16 stat points. max 5 min 1 + For new characters: [4, 3, 3, 2, 2, 1] ### Fitness @@ -21,7 +21,7 @@ All attributes are grouped up into 4 distinct groups, each group representing on --- ## Derived Stats stats derived from the innate stats -**Health**(End+Res): How much damage one can take before being downed. +**Health**((End+Res)x2): How much damage one can take before being downed. **Blood**(Str+Wis): Consumed some spells, some attacks, and when one is downed. You die when it reaches 0. **Memory**(Pre+Per): How much powerful knowledge you can keep. diff --git a/src/combat.md b/src/combat.md index 99abffb..ca026b9 100644 --- a/src/combat.md +++ b/src/combat.md @@ -12,8 +12,11 @@ All abilities are tapped or "deactivated" ## Player Turn -At the start of the player turn abilities that are applicable are refreshed. Now the player can use their abilities or tap +At the start of the player turn abilities that are applicable are refreshed. Now the player can use their abilities or tap. +## Other Player's or Enemy's Turns + +Only tappable abilities are allowed to be used, in reaction to another player or enemy declaring an action. --- @@ -25,4 +28,5 @@ Physical can sometimes miss(roll for hit) but has consistant damage A combat game will be structured in a way inspired by binding of issac board game Player card vs enemy cards. + The location the players are in will determine what doodads are availible (doodads are things like furniture) diff --git a/src/social.md b/src/social.md index d9ccc92..825234a 100644 --- a/src/social.md +++ b/src/social.md @@ -24,4 +24,51 @@ Things you learn about characters can be used to your advantage. Not necessarily The way you dress, as well as the race you play also has an effect on how receptive others are toward your social attempts. As a possible example: wearing expensive fancy attire may make you more trustworthy to rich socialites but could make you less convincing to those less fortunate. Wearing armour may make your appear like a "dumb brute" which can incentivize characters to take it off. Some settlements also could be predisposed to trusting or distrusting certain races, factors that affect your odds of success. ## Resolution -If the difference between difficulty and persuasion is between 1 and 6 then the player must roll to make up the difference. The result of this roll will determine if there is a cost to pay for the success. If the difference is greater then 6 then the persuasion fails. If the difference is 0 or negative then the attempt succeeds. + +The difficulty of a given social combat is decided by the GM by weighing several factors. Factors that matter are reputation in the community, appearance(how you dress and your race) The GM then lays out 1-3+ cards(more is higher difficulty) face down and only reveals one. The next card is only revealed when the current card is "overcome". + +To "overcome" a card one of the players must give a convincing argument/plea/threat/etc correlating to one of their stats. When they do they can play a card matching the number or the suit and thus the card is overcome, causing the next card to be revealed. + +Each individual stat can only be used once in a social encounter. + + +<!-- +Math notes: +Encounter deck doesnt use faces, but player deck does. +Estimated odds for player hand of 8: +| Encounter Cards | Player Skill Bonus | Chance of Success| +| -- | -- | -- | +| 1 | 0 | 52.1% | +| 2 | 0 | 24.9% | +| 3 | 0 | 10.7% | +| 4 | 0 | 4.0% | +| 5 | 0 | 1.3% | +| 6 | 0 | 0.3% | + +| Encounter Cards | Player Skill Bonus | Chance of Success| +| -- | -- | -- | +| 1 | 1 | 88.5% | +| 2 | 1 | 74.0% | +| 3 | 1 | 57.4% | +| 4 | 1 | 40.7% | +| 5 | 1 | 25.5% | +| 6 | 1 | 13.5% | + +| Encounter Cards | Player Skill Bonus | Chance of Success| +| -- | -- | -- | +| 1 | 2 | 97.1% | +| 2 | 2 | 91.6% | +| 3 | 2 | 82.9% | +| 4 | 2 | 70.3% | +| 5 | 2 | 54.7% | +| 6 | 2 | 37.1% | + +| Encounter Cards | Player Skill Bonus | Chance of Success| +| -- | -- | -- | +| 1 | 3 | 99.1% | +| 2 | 3 | 96.9% | +| 3 | 3 | 92.6% | +| 4 | 3 | 85.3% | +| 5 | 3 | 73.7% | +| 6 | 3 | 57.9% | +-->
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