Core Rules - localtoast9001/fantasy-framework-RPG GitHub Wiki

Simulating the Game

The game is a series of rounds in which each component can perform one primitive action. A round can be from 15 seconds to a minute depending on how the game defines what a primitive action is. Each round consists of a declaration phase and an execution phase. In the declaration phase, each component or entity declares what it is going to do for that round based on the current state. Declarations happen in parallel, so one component cannot use the declaration of another to determine its own declaration. The execution phase sorts the actions to be performed chronologically and performs the actions. If an action cannot be performed, it is discarded.

Creatures

Creatures inhabit the game world and perform the primitive actions. Players and monsters are both creatures, and the rules that apply to creatures applies to both

Creatures have the following attributes:

  • int hp - Health Points. A number indicating how damaged a creature is. When hp reaches 0, the creature dies.
  • int fhp - Full Health Points. The number of health points the creature has at full health.
  • per acc - Accuracy. The base chance the creature has to hit something in combat.
  • per db - Dodge Base. The base chance the creature has to dodge something in combat.
  • per ab - Absorb Base. The amount of damage absorbed by the creature naturally.
  • int mv - Movement. The number of meters the creature can move in on round.
  • wf - Wear Flags. Flags indicating the different places of the creature's body it can wear things.
    • A - Aegis (Body)
    • B - Block (Shield)
    • C - Calf (Legs)
    • D - Deltoid (shoulders)
    • E - Extensions (Arms)
    • F - Feet
    • G - Gun (weapon hand)
    • H - Head
  • sz - size. Size of the creature determines the places where it can occupy and what kind of equipment it can wear.
    • S - Small (Halfling)
    • M - Medium (Human)
    • L - Large (Ogre)

Weapons

Weapons can be wielded by capable players and monsters and used in combat to augment the creature's accuracy and damage.

Each weapon has the following stats:

  • per acc - accuracy bonus from using this weapon.
  • rnd dam - damage done with this weapon.
  • int spd - speed of this weapon. Added to initiative.
  • sz - size of the creature that can use this weapon.
  • wf - wear flags. indicates the positions the weapon occupies on the body. It is usually G for one-handed weapons and B,G for two-handed weapons.
  • int skp - weapon skill points required to learn the weapon (players only)
  • prerequisites - list of weapons, one of which must be learned prior to learning this weapon.

Learning Weapons

The goal of forcing players to learn weapons is so wizards will tend to stick to daggers, but it doesn't prevent a wizard from learning a longsword.

Each weapon type (in a specific sense - longsword and silver longsword are two different types) has a number of skill points required to learn it. a weapon must be learned before it can be wielded. a player gains skill points when they level. Whether or not a player has to own a weapon before they can learn it is up to the game. Some games might want the player to spend skill points at a guild. Others might argue you can pick it up as you go along. Having prequisites is a way of forcing some kind of progression. Only one of the prerequisites for a weapon must be learned prior to this weapon, so players can approach the same weapon from multiple paths. An example would be from stick to boken to longsword, or from dagger to shortsword to longsword. Stick can also go to club, quarterstaff, or spear. Quarterstaff can go to mage's staff. spear can go to halberd or javelin.

Standard Weapons

Armor

Armor can be worn on different parts of the body according to its wear flags. It can help the creature dodge attacks and absorb damage

Each piece of armor has the following stats

  • per dod - bonus to dodge
  • int abs - damage absorbed
  • sz - match the size of the creature that can wear this armor
  • *wf - flags indicating where on the body this armor occupies
  • int skp - number of armor skill points required to learn the armor
  • prerequisites - one of the armors listed in this list must be learned prior to learning this armor

Learning Armor

Learning armor works exactly like learning weapons.

Standard Armor

Players

Players are creatures run by the humans (or AI's) that play the game. Unlike monsters, they are made to persist from one scenario to another, build up XP, and advance their skills. Advancement is done through progressions. Player advancement is determined by their character class.

Character Classes

A character class is a vector of weights applied to progressions. The sum of each element in the vector equals X, where X is determined by the individual class. X determines the amount of XP to advance in levels. The formula is XPn = 250 * X * 2n, where n is the level.

Standard Character Classes

Classic Progressions

Hit Points gained per Level

The factor here is D, which is the max number of hp a player can receive per level advancement. D can be 2, 4, 6, 8, 10, or 12. The contribution to X based on D is (D / 10).

Accuracy gained per level

This value is the number of percentage points P added to accuracy for each level. The adjustment to X is P / 5.

Mana points per level

This value is the number of mana points P gained per level. The adjustment to X is P / 5.

Weapon skill points gained per level

The number of skill points (P) the cahracter gains to spend on learning different kinds of weapons. The adjustment to X is P / 5.

Armor skill points gained per level

The numer of skill points (P) the character gains to spend on learning different kinds of armor. The adjustment to X is P / 5

Spell skill points gained per level

The number of skill points (P) the character gains to spend on learning new spells. The adjustment to X is P / 5

Dodge gained per level

The number of dodge percentage points (P) gained per level. The adjustment to X is P / 5.

Character Species

A Character can be of any species defined by the game. The species affects character progression and how well a character can use certain skills. These affects are described as a vector with each element corresponding to a progression. The affects are multiplied to get a final progression.

Standard Species