Difference between revisions of "Game Code/Resolution System"
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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. | 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 character has 2 Classes (A Primary and Secondary one) which combine into a Title - as well as a non-combat Profession. This is often indicated as [ Primary / Secondary ]. Example: [ Heavy Blade / Bard ]. |
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. | 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. |
Revision as of 04:38, 17 August 2019
Contents
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. This is often indicated as [ Primary / Secondary ]. Example: [ Heavy Blade / Bard ].
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. |
Titles
A combination of classes has a title. The columns (Left to Right) are the primary, the rows (Up to Down) are the secondary. For the most part, the actual named 'Title' has no direct effect on the character, but it's an IC way to refer to someone's character's class combination. As an example, a [Heavy Blade / Bard] is known as a Standard Bearer.
Primary ---> Secondary ¦ V |
Heavy Blade | Crusader | Godhand | Hunter | Twin Blade | Blademaster | Druid | Acolyte | Bard | Sorcerer | Summoner | Enchanter |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy Blade | Paladin | Iron Fist | Warlord | Legionnaire | Zweihander | Guardian | Cleric | Herald | Revenant | Dreadnought | Warlock | |
Crusader | Exemplar | Enforcer | Inquisitor | Zealot | Chevalier | Strider | Evangelist | Commander | Rune Knight | Sentinel | Exorcist | |
Godhand | Barbarian | Justicar | Woodsman | Assassin | Pugilist | Avatar | Monk | Orator | Wavebreaker | Emissary | Hexer | |
Hunter | Beastbane | Demon Hunter | Shadowfist | Stalker | Marksman | Ranger | Scout | Minstrel | Scourge | Seeker | Outrider | |
Twin Blade | Whirling Blade | Templar | Lightspeed Fist | Pathfinder | Gladiator | Disciple | Warpriest | Scoundrel | Waveblade | Corsair | Infiltrator | |
Blademaster | Juggernaut | Champion | Martial Artist | Sniper | Blade Dancer | Wildblade | Paragon | Duelist | Eldritch Knight | Mastermind | Shadow | |
Druid | Harbinger | Vanguard | Avenger | Warden | Harrier | Ronin | Tender | Shepard | Witch | Medium | Bewitcher | |
Acolyte | Sentry | Devout | Asura | Shrine Archer | Dervish | Liberator | Heretic | Bishop | Savant | Conjurer | Astrologian | |
Bard | Standard Bearer | War Chanter | Aerialist | Howling Arrow | Rogue | Bladesinger | Earthsinger | Hymnist | Virtuoso | Conductor | Symphonist | |
Sorcerer | Blackguard | Holy Knight | Wavebender | Spell Fletcher | Ninja | Magic Knight | Geomancer | Hierophant | Trickster | Arcanist | Archmage | |
Summoner | Lord | Tactician | Spirit Caller | Beastmaster | Mystic | Warmaster | Chloromancer | Thaumaturge | Muse | Elementalist | Artificer | |
Enchanter | Spellblade | Lightbringer | Ki Master | Arcane Archer | Slayer | Arcane Warrior | Naturalist | Diviner | Charlatan | Magus | Necromancer |
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 |
Card Anatomy
Rarity | This decides the cost, as well as the potency, of the overall card. In ascending order, they are: Common, Uncommon, Rare, Epic. |
---|---|
Type | Cards come in three types, which heavily inform the mechanics of a card. They are: Attack, Defense, and Utility. Attack cards generally do damage, Defense cards generally reduce damage, and Utility cards do things like Healing, Buffing, or Debuffing. |
Requirements | The required Concept Potential on your character, in order to purchase this card. |
Concepts | The Concepts this card conveys. Some cards can convey a new Concept that your character doesn't have, but all of them convey the same Concepts as their Requirements by default. These Concepts are used to calculate your 'Concept Points' when you are doing a 'Project'. |
(Energy) Cost | The amount of Energy expended when playing this card. |
Hits | Seen on both Offense and Defense cards. It informs you how often the card calculates Damage or Defense-increase for. For example, if a card is a: 2x8 card, it means it does 8 Damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a higher amount of potency through buffs. **In short, higher hit is higher risk, higher reward**.
|
Effects | Effects on cards can be things like, '2 rounds of +2 Power' or 'Thorns for 1 round'. They are generally described in a card's description. See the Combat tab for more details. |
Damage | The amount of damage that will be done per Hit. See Hits for more details. |
Defense | The amount of defense that will be gained per Hit. See Hits for more details. Defense is basically Temporary HP. Damage will subtract from Defense before it subtracts from HP. |
Heal | The amount of HP that will be restored to the target. |
Face Down | Cards that are Face Down do not show their name in the opponent's Queue or during the announcements of card plays. It will only tell them its Type and its Rarity. |
Single Use | Single Use cards are cards given out as resources from Minigames or Scene Rewards, and the moment they are played, 1 count of them is removed from your deck(s). These can range from cards aimed at Projects, which have low to no combat impact, or powerful combat items that have limited uses - such as a special effect on a Magic Sword. |
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.