Game Code/Resolution System

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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 Potentials. 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

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**.


It is important to note that there are also Random Hit cards, and Area Hit cards. These do damage amongst multiple selected targets, with a maximum amount of targets equal to the amount of 'Hits' on the card.

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.