Difference between revisions of "Game Code/Resolution System"
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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 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 a rate of '''(Attack, Defense, and Utility) Card Points''', as well as Concept | + | Each Class provides a rate of '''(Attack, Defense, and Utility) Card Points''', as well as Concept Potential. '''Concepts''' are an abstract idea of the capability of a character to perform certain actions. See the Concepts tab for more information. |
<ul class="nav nav-tabs"> | <ul class="nav nav-tabs"> |
Revision as of 17:10, 21 September 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 a rate of (Attack, Defense, and Utility) Card Points, as well as Concept Potential. Concepts are an abstract idea of the capability of a character to perform certain actions. See the Concepts tab for more information.
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 |
Professions
Professions are what allow a character to excel in another field outside of combat, giving them more ready access to participation in certain kinds of jobs. A profession can heavily inform the kind of approach you wish to take to certain roleplay situations. There's rumors of mysterious 'EX Professions' which are supposed to be special.
All characters begin with 1 profession at application.
Profession | Grants Concept Potentials | ||
---|---|---|---|
Farmer | Farming | Herbology | Physical |
Trapper | Hunting | Capture Animal | Physical |
Animal Handler | Capture Animal | Handle Animal | Physical |
Alchemist | Herbology | Alchemy | Physical |
Miner | Mining | Metalworking | Physical |
Sculpter | Woodworking | Artisany | Physical |
Maid | Cooking | Tailoring | Physical |
Doctor | Pharmacy | Etiquette | Physical |
Messenger | Song | Etiquette | Physical |
Scribe | Scripture | Appraisal | Magical |
Blacksmith | Weapon Forging | Armor Forging | Physical |
Jeweler | Accessory Forging | Enchanting | Magical |
Friar | Brew | Divination | Physical |
Craftsman | Construction | Mercantile | Physical |
Ombudsman | Law | Negotiation | Physical |
Archeologist | Cryptography | Cartography | Magical |
Investigator | Searching | Ledgerdemain | Physical |
Tracker | Tracking | Searching | Physical |
Monster Handler | Capture Monster | Handle Monster | Magical |
Scout | Searching | Sneaking | Physical |
Thief | Legerdemain | Sneaking | Physical |
Races
Each character begins with one of the nine Races. These give a minor benefit, and often inform the Kingdom choice as well.
Race | Concepts | |
---|---|---|
Cait Sith | Air | Mercantile |
Gnome | Earth | Mining |
Human | Fire | Negotiation |
Imp | Dark | Legerdemain |
Pooka | Earth | Appraisal |
Salamander | Fire | Hunting |
Spriggan | Dark | Sneaking |
Sylph | Air | Searching |
Undine | Water | Diving |
Were Fang | Water | Transformation |
Kingdoms
Each character is part of a Kingdom, or is an Outcast. Without membership of a Kingdom, one does not have access to the Concept it provides.
Kingdom | Grants Concept Potential |
---|---|
Eastal Free League | Air |
Fourland Dukedom | Water |
Holy Empire Westelande | Fire |
Ninetails Dominion | Earth |
Realm of Uruk | Dark |
Ezzo Empire | Dark (Historically) |
Outcasts | Dark (Historically) |
Concepts
A Concept is a generic term related to the Card based Resolution System. They relate to a character's ability to do something. They span from the basic 'Physical' tag, to indicate a character is capable of Physical based combat, to more complex words like 'Data Drain', which would be a special ability related to the Power Paths.
Concept Terms
In summary, your character holds Concept Potential (a list of Concepts), which give access to Concept Points by means of buying the right cards with the Requirements your character meets.
Concept Potential
Typical cards will often require a certain Concept to be available on a class or character. For instance, 'Firebolt' card may require a character with the 'Magic' Concept Potential, as well as 'Fire' Concept Potential.
Concept Potentials come from the following sources: Class, Kingdom, Relics, and Race, and are used by Card Requirements.
Concept Points
Concept Points are the Concepts on cards multiplied by the Card Cost, are used for Project Requirements. These are the representations of how far your character has spent time to get good at doing that concept. For instance, a character with a 'Hammer' card, which has a 'Construction' Concept attached to it - may use it for a 'Construction' requiring Project.
Concept List
Though this list is not exhaustive, a generic list of Concepts can be found below:
GATHER | CREATE | COMMUNICATE | DISCOVER | COMBAT | TACTICAL | POWER PATH |
---|---|---|---|---|---|---|
Farming | Enchanting | Negotiation | Appraisal | Bludgeoning | Handle Animal | System Protection |
Woodworking | Scripture | Legerdemain | Slashing | Handle Monster | Sneaking | Data Drain |
Hunting | Armor Forging | Law | Searching | Piercing | Tracking | Legend |
Capture Animal | Weapon Forging | Mercantile | Diving | Fire | Transformation | Hacker |
Capture Monster | Accessory Forging | Etiquette | Cryptography | Water | Oracle | |
Herbology | Metalworking | Song | Cartography | Earth | Loremaster | |
Mining | Tailoring | Divination | Air | |||
Artisany | Dark | |||||
Alchemy | Light | |||||
Cooking | Melee | |||||
Brew | Ranged | |||||
Pharmacy | Physical | |||||
Construction | Evasion | |||||
Shield | ||||||
Magical |
Concept Primer
Concept Primer
The following is a primer on the various non-combat abilities and a minimum of what they can be used for. Note that the following list is not exhaustive and that there are uses for these concepts outside of what is written here.
Gather
Concept | Description |
---|---|
Farming | A buffing ability which increases the number and rarity of item drops from all plants. |
Fishing | A buffing ability which increases the number and rarity of item drops from sea creatures. |
Hunting | A buffing ability which increases the number and rarity of item drops from beasts and monsters. |
Capture Animal | The ability to create traps or snares which can be used to capture animals. |
Capture Monster | The ability to create traps or snares which can be used to capture monsters. |
Herbology | The ability to gather and understand the properties of herbs and other such plants. |
Mining | The ability to gather and understand the properties of raw ores, precious gems, and stones. |
Create
Concept | Description |
---|---|
Enchanting | Used to imbue items with magical properties. |
Woodworking | Used to create wooden weapons such as staffs or bows. Can be used to craft other wooden products, including furniture. |
Armor Forging | Used to create armor using metal or certain heavy monster drops. |
Weapon Forging | Used to create weapons using metal or certain heavy monster drops. |
Accessory Forging | Used to create jewelry, precision tools, items, or fashion headgear. |
Metalworking | Used to create miscellaneous objects out of metal such as horseshoes or chains. Can be used to experiment with combining metals and/or heavy monster drops to create new alloys. |
Tailoring | Used to create items or armor using cloth, leather, and certain light monster drops. |
Artisany | Used to create drawings, paintings, sculptures, and other works of art. |
Alchemy | Used to create poisons and status effect potions, or transfer traits from one item to another. |
Cooking | Used to create meals by chopping, combining, and heating ingredients. |
Brew | Used to create beverages, including alcohol. Can flavor potions from other professions. |
Pharmacy | Used to diagnose and treat illness, or inspect status effects. Can create healing potions. |
Construction | Used to create large structures such as buildings, boats, or other civil works. |
Communicate
Concept | Description |
---|---|
Negotiation | Knowledge of how to convince people to agree with your ideas or plans. |
Scripture | Knowledge of lore and writing. |
Law | Knowledge of the laws and their enforcement. |
Mercantile | Knowledge of business practices. |
Etiquette | Knowledge of proper behavior in social situations. |
Song | Knowledge of music and skill in musical performance. |
Discover
Concept | Description |
---|---|
Appraisal | Knowledge to analyze objects and identify special properties. |
Legerdemain | Knowledge of pickpocketing, picking locks, and other sleight of hand. |
Searching | Knowledge of how to find hidden objects or information within a single location. |
Diving | Knowledge of undersea exploration. Skill in swimming, holding your breath. |
Cryptography | Knowledge of symbols, runes, and numbers. Skill in puzzle solving. |
Cartography | Knowledge to create and interpret maps. Skill in navigation. |
Divination | knowledge in reading subtle signs which give insight to past, present, and future. |
Combat
Concept | Description |
---|---|
Fire | A combat ability that encompasses heat and manipulation of flame. Can apply the 'burning' status. |
Water | A combat ability that encompasses cold and manipulation of water. Can apply the 'drowning' status. |
Earth | A combat ability that encompasses plant control and manipulation of earth and stone. |
Air | A combat ability that encompasses electricity and manipulation of winds. |
Light | A combat ability that encompasses healing and manipulation of light. |
Dark | A combat ability that encompasses the arcane arts and manipulation of darkness. |
Physical | A combat ability that represents the Adventurer's general physical fitness. This can include strength, endurance, and dexterity in a general sense. |
Magical | A combat ability that represents the Adventurer's general magical ability. This can include how much mana they have, the strength of their spells, and their general skill with the arcane. |
Ranged | A combat ability that encompasses all aspects of shooting physical or spell attacks at range. This includes visually tracking a target, aiming, and launching both physical or magical attacks. |
Melee | A combat ability that encompasses all aspects of close ranged physical or spell attacks. This includes utilizing weapon or touch-based spell attacks as well as skill in close quarters fighting. |
Shield | A combat ability that encompasses utilizing both physical and magical shields and barriers to reduce incoming damage. |
Evasion | A combat ability that encompasses utilizing raw speed to reduce incoming damage. Also tightly aligned with an Adventurer's movement speed. |
Tactical
Concept | Description |
---|---|
Handle Animal | The ability to tame, train, and control an animal. |
Handle Monster | The ability to train, and control a monster. |
Sneaking | The ability to blend into the environment and hide from the notice of others. |
Tracking | The ability to follow a person or animal over long distances by noting subtle clues from the environment. |
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. |
Advancement
Card Points
During active RP, people gain Card Points over time. These card points are spread at the 'rate' of your character's class. Someone with more Defense points will gain more Defense Card Points than they might other types.
There is also a catch-up mechanic that ensures people remain at least somewhat competitive, even when they are not actively RPing.
Relics
It is viable to earn Relics through Roleplay as Story Rewards. See the Relics tab for more information on Relics.
Single Use Cards
Similar to Relics, you can earn Single Use cards through RP. These are, as their name implies, Single Use. They're often useful for Projects or Combat - but the moment they're committed or played, they disappear from your ownership.
Gaining Concepts
An Applicant earns 1 Non Combat, 1 Combat, and 1 Power Path Point every 3 Months (12 weeks) of Activity on each Adventurer. Activity, in this case, is defined as getting the weekly Active RP bonus for a total of 12 weeks. This information will be denoted on their sheet. We'll refer to these as 'Activity Points' or 'Advancement Points', or in short: AP. Some paths can be started on, if they have a plot progression component, before getting the required AP. Inquiries go into the 'Progression' Job Category.
Note: No two progression paths may be run concurrently. The effort of a 'strange mood' or 'training' requires the character's full focus. The only exception to this is Power Path which can be run along side other progressions.
Non Combat
- Learning a Special Profession for a +1 to an existing stat, up to a maximum of 4 in that Concept
- Cost: 1 Non-Combat AP, up to twice a year.
- This comes with a Plot related profession: Moonlight, Sage, or Pioneer.
- Earning a Relic for a 0->1 to a new stat
- Cost: 3 Non-Combat AP, up to once a year.
- Comes with a new or upgraded relic.
Combat
- Learning a Special Profession for a +1 to an existing Combat Stat, up to a maximum of 4 in that concept.
- Cost: 1 Combat AP, up to twice a year.
- This comes with a non-Plot-related profession.
- Earning a Relic for a +1 to an existing Defensive Combat Stat, up to a maximum of 3 for defensive Concepts.
- Cost: 3 Combat AP, up to once a year.
- Comes with a new or upgraded relic.
- Earning a Relic for a 0->1 to a new stat
- Cost: 3 Combat AP, up to once a year.
- Comes with a new or upgraded relic.
Power Path
- Learning a Power Path (Hacking, Oracle, etc) for +1 to an existing stat
- Cost: 4 Power Path AP (Only 1 path can be learned), up to once a year.
- Learning a Power Path +1 adds a Power Path Aspect.
- This comes with a Plot related progression.
- Learning a Power Path (Hacking, Oracle, etc) for a 0->1 to a new stat (Max One per person)
- Cost: 3 Power Path AP (Only 1 path can be learned), no relevant cooldown
- Comes with 1 Aspect.
- Comes with a new Relic.
- This comes with a Plot related progression.