Post by Asteron on Mar 30, 2014 16:05:09 GMT
Generica is a simple set of rules that can be adopted for almost any setting, especially suitable for video games. Here is the basics:
Six stats.
They are similar to D&D ability score, but some of them have a slightly different purpose.
Strength-It affects your Physical Attack(PA) and slightly boosts the damage of physical abilities.
Vitality-It affects your Physical Defense(PD) and Physical Evade(PE). PD is similar to D&D AC.
Agility-It affects Initiative and evade.
Intelligence-It affects your Magical Attack(MA) and slightly boosts the damage of magical abilities.
Wisdom-It affects your Magical Defense(MD), Magical Evade(ME) and support magic(healing and buffs).
Willpower-It affects your Status Attack(SA), Status Defense(SD) and Status Evade(SE). Unlike D&D Charisma that is useless for most classes Willpower is very useful for all classes, because it helps you resist negative effects.
Every character starts with 20 points to distribute among this 6 stats. Maximum is 7 and minimum is 1. At level 3, and every two levels after that you add +1 to two stats of your choice.
To gain a level your character needs to gain 10 EXP. Encounters usually provide somewhere between 2 and 5 EXP. DM can give EXP for RP actions, if it is fitting.
Secondary stats:
Initiative-2d6+Agility
Physical Attack(PA)-2d6+Strength+1/2 level
Magical Attack(MA)-2d6+Intelligence+1/2 level
Status Attack(SA)-2d6+Willpower+1/2 level
Physical Evade(PE)-Vitality+Agility+1/2 level
Magical Evade(ME)-Wisdom+Agility+1/2 level
Status Evade(SE)-Willpower+Agility+1/2 level
Physical Defense(PD)-Vitality+1/2 level
Magical Defense(MD)-Wisdom+1/2 level
Status Defense(SD)-Willpower+1/2 level
Combat mechanics
Combat mechanics are simple. At the start of encounter every participant rolls Initiative. Turn order is simply from the highest initiative to the lowest. Once it is your turn you can perform one standard action and one minor action. Standard action is usually spent on using one of the skills that your character possess. When you use a skill you roll the appropriate attack value. If your roll is equal or higher than the target’s appropriate evade you are successful, and the effect is carried out. The damage received is reduced by the target's defense. Some attacks have a chance to inflict a negative effect in addition to the damage they deal. Add the abilities effect modifier to the attack roll and compare it to the target’s status evade to see if the effect is applied. As long as the attack hits it deals damage, even if the effect is not applied.
Rows, intercepting and countering
When combat starts characters are divided in two rows-front and back. When a character is attacked an ally can use his minor action to intercept the attack. This effectively switches the target, and the ally who is intercepting takes the attack. Front row characters can intercept any attack, but back row characters can only intercept attacks aimed at an ally in the back row.
When a character intercepts a attack he can use his next standard action to perform a counter attack. The counter attack must target the intercepted enemy and must be a single target attack.
Six stats.
They are similar to D&D ability score, but some of them have a slightly different purpose.
Strength-It affects your Physical Attack(PA) and slightly boosts the damage of physical abilities.
Vitality-It affects your Physical Defense(PD) and Physical Evade(PE). PD is similar to D&D AC.
Agility-It affects Initiative and evade.
Intelligence-It affects your Magical Attack(MA) and slightly boosts the damage of magical abilities.
Wisdom-It affects your Magical Defense(MD), Magical Evade(ME) and support magic(healing and buffs).
Willpower-It affects your Status Attack(SA), Status Defense(SD) and Status Evade(SE). Unlike D&D Charisma that is useless for most classes Willpower is very useful for all classes, because it helps you resist negative effects.
Every character starts with 20 points to distribute among this 6 stats. Maximum is 7 and minimum is 1. At level 3, and every two levels after that you add +1 to two stats of your choice.
To gain a level your character needs to gain 10 EXP. Encounters usually provide somewhere between 2 and 5 EXP. DM can give EXP for RP actions, if it is fitting.
Secondary stats:
Initiative-2d6+Agility
Physical Attack(PA)-2d6+Strength+1/2 level
Magical Attack(MA)-2d6+Intelligence+1/2 level
Status Attack(SA)-2d6+Willpower+1/2 level
Physical Evade(PE)-Vitality+Agility+1/2 level
Magical Evade(ME)-Wisdom+Agility+1/2 level
Status Evade(SE)-Willpower+Agility+1/2 level
Physical Defense(PD)-Vitality+1/2 level
Magical Defense(MD)-Wisdom+1/2 level
Status Defense(SD)-Willpower+1/2 level
Combat mechanics
Combat mechanics are simple. At the start of encounter every participant rolls Initiative. Turn order is simply from the highest initiative to the lowest. Once it is your turn you can perform one standard action and one minor action. Standard action is usually spent on using one of the skills that your character possess. When you use a skill you roll the appropriate attack value. If your roll is equal or higher than the target’s appropriate evade you are successful, and the effect is carried out. The damage received is reduced by the target's defense. Some attacks have a chance to inflict a negative effect in addition to the damage they deal. Add the abilities effect modifier to the attack roll and compare it to the target’s status evade to see if the effect is applied. As long as the attack hits it deals damage, even if the effect is not applied.
Rows, intercepting and countering
When combat starts characters are divided in two rows-front and back. When a character is attacked an ally can use his minor action to intercept the attack. This effectively switches the target, and the ally who is intercepting takes the attack. Front row characters can intercept any attack, but back row characters can only intercept attacks aimed at an ally in the back row.
When a character intercepts a attack he can use his next standard action to perform a counter attack. The counter attack must target the intercepted enemy and must be a single target attack.