Difference between revisions of "Game Code/Resolution System"

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=== Card Cost ===
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{{:Game Code/Resolution System/Card Costs}}
There are four levels of cards: Common, Uncommon, Rare, and Epic, each more expensive than the last. '''It is important to look at the rules for building a deck''' when you are looking at your next purchase. But in general, it's wise to have a spread of common cards.
 
 
 
Note that the cost is deducted based on the type of card. So the example above of a [Heavy Blade / Bard] with 15 Attack Points, 18 Defense Points and 12 Utility Points, can not immediately buy a Rare Utility Card. But they could but an Attack one.
 
 
 
{| class="wikitable"
 
! Rarity || Cost
 
|-
 
| Common || 2
 
|-
 
| Uncommon || 5
 
|-
 
| Rare || 13
 
|-
 
| Epic || 34
 
|}
 
 
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Revision as of 00:57, 17 August 2019

Resolution System

Elder Tale Online uses a Card-Based resolution system. This is largely used for combat encounters, but also enables larger-scale projects, such as building towns.

Each character has 2 Classes (A Primary and Secondary one) which combine into a Title - as well as a non-combat Profession.

Each Class provides Concepts, an abstract idea of the capability of a character to get things done. Typical cards will often require a certain Concept to be available on a class or character.

Classes

There are 12 classes in total, with various attributes to them. A character has a Title which is a combination of two Unique classes (You can't be Heavy Blade + Heavy Blade). The Primary class gives its full benefit, but the Secondary class gives half the points. Both the Primary and Secondary classes pass their full suite of Concepts. Duplicates give a bonus to the amount of Card Points a character provides for Projects.

To give context to the Points Gain rate. At the game's opening, everyone starts with a Percentage of 30 points from their primary class, 15 points from their secondary class, plus another 11 free points for each deck for a total of '33', to spend on cards. This is adjusted up after approval automatically to bring new players in line with the player-base and not get too far behind.

So for instance, a [Heavy Blade/Bard] would have:

Type Primary Secondary Free Starting Points Total
Attack 12 (40% of 30) 3 (20% of 15) 11 26
Defense 12 (40% of 30) 6 (40% of 15) 11 29
Utility 6 (20% of 30) 6 (40% of 15) 11 23

Class Table

Class Name Grants Concept Potentials Magical/Physical Attack Points Gain Defense Points Gain Utility Points Gain
Heavy Blade Physical, Handle Animal, Armor Forging, Fire, Water, Earth, Light, Shield, Melee Physical 40% [12 or 6] 40% [12 or 6] 20% [6 or 3]
A Physical class primarily focused on Damage and Defenses, with a focus on being a front line combattant.
Blademaster Physical, Weapon Forging, Fire, Earth, Air, Shield, Evasion, Ranged, Melee Physical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile Physical class, known for their access to many types of weapons.
Hunter Physical, Hunting, Tracking, Water, Earth, Air, Dark, Evasion, Ranged Physical 60% [18 or 9] 20% [6 or 3] 20% [6 or 3]
A Physical class with an extreme focus on Damage, often found being a rear line combattant.
Twin Blade Physical, Sneaking, Ledgerdemain, Fire, Water, Air, Dark, Evasion, Melee Physical 40% [12 or 6] 40% [12 or 6] 20% [6 or 3]
A Physical class primarily focused on Damage and Defenses, often found on the front lines.
Crusader Physical, Magical, Law, Pharmacy, Fire, Water, Light, Shield, Melee Physical & Magical 20% [6 or 3] 60% [18 or 9] 20% [6 or 3]
A class split across the Magical and Physical, with an extreme focus on Defense.
Bard Physical, Magical, Song, Negotiation, Air, Dark, Evasion, Melee, Ranged Physical & Magical 20% [6 or 3] 40% [12 or 6] 40% [12 or 6]
A class split across the Magical and Physical, with a focus on Defense and Utility.
Druid Physical, Magical, Handle Animal, Water, Earth, Shield, Evasion, Melee, Ranged Physical & Magical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile class split across the Magical and Physical.
Godhand Physical, Magical, Scripture, Law, Earth, Air, Light, Evasion, Melee Physical & Magical 40% [12 or 6] 20% [6 or 3] 40% [12 or 6]
A class split across Magical and Physical, with a focus on Attack and Utility
Acolyte Magical, Divination, Song, Fire, Water, Air, Light, Shield, Ranged Magical 20% [6 or 3] 40% [12 or 6] 40% [12 or 6]
A Magical class with a focus on Utility and Defenses. Known for their healing.
Enchanter Magical, Enchanting, Alchemy, Fire, Earth, Air, Dark, Evasion, Ranged Magical 20% [6 or 3] 20% [6 or 3] 60% [18 or 9]
A Magical class with an extreme focus on Utility. Known for their debuffs.
Sorcerer Magical, Appraisal, Cryptography, Fire, Water, Earth, Air, Shield, Ranged Magical 40% [12 or 6] 20% [6 or 3] 40% [12 or 6]
A Magical class with a focus on Damage and Utility.
Summoner Magical, Handle Monster, Fire, Water, Earth, Shield, Evasion, Melee, Ranged Magical 33.33% [10 or 5] 33.33% [10 or 5] 33.33% [10 or 5]
A versatile Magical Class. Known for their temporary summons.

Card Costs

There are four levels of cards: Common, Uncommon, Rare, and Epic, each more expensive than the last. It is important to look at the rules for building a deck when you are looking at your next purchase. But in general, it's wise to have a spread of common cards.

Note that the cost is deducted based on the type of card. So the example above of a [Heavy Blade / Bard] with 26 Attack Points, 29 Defense Points and 23 Utility Points, can not immediately buy a Rare Card. But they could buy various Uncommons in their decks - due to the requirement of each deck having a minimum of 10 cards in them.

Rarity Cost
Common 2
Uncommon 5
Rare 13
Epic 34

Pitfalls

Initiative and Deck Size: Be careful with small decks. Due to the way Initiative works, that'll put you low on the initiative each time.