Joined: Mon Jan 24, 2011 5:44 pm Posts: 2373 Location: I live as the crow flies... err... You get what I mean.
Chat here, about the game, or balancing issues.
Or in paladins words: be an idiot here.
The Stat Line:
Initiative: Determine who attacks first in close combat, if you double your opponents Initiative you get to attack two times before he attacks, if you triple you get three attacks.
Force: How much damage you do, you add force plus how much your weapon damage is. If you double your opponents Toughness with Force then you will do a 2X Dmg critical if you you have three times the opponents Toughness with Force Then You will do 2X Dmg and a 50% Chance do reduce there initiative by 4.
Tougness: How hard it is to hurt you, If you double your opponents force with toughness then you have a 50/50 chance of not feeling any pain, if you triple your opponents force with toughness then you have a 75% chance of not taking any damage. If The Opponents hit is a critical then you have a chance of ignoring the critical
Hit Points: How much health you have. If your health exceeds 100 Then you get +1 Toughness
Weapon Skill: How good you are with a weapon. If your weapon Skill Doubles your oppenents evasion then you have a 25% chance of dealing a critical blow which does 3X Dmg, if you have three times then its a 50% chance.
Evasion: How hard are you to hit. If your Evasion doubles your oppenents weapon skill you get a 25% chance to dodge his attack if you triple it then you get a 50% chance.
Healing Skill: (Unique for Mages) How good your healing spells are.
Magic Skill: (Unique for Mages) Chance of hitting with your combat spells, how extra Dmg your combat spells do.
Wargear has 2 or more abilities to choose from, those abilities will determine how much damage you do, if hit your target. (some abilities affect your stat line, but not permenently) Tip: Each Class has a special move that you can use once in a arena fight make it count!
So here are the classes:
Initiative: 4 Force: 3 Toughness: 2 Weapon Skill: 7 Hit Points: 70 Evasion: 10 Special Ability: Stealth: Always Attacks First, No Matter What (Including armor, bonuses or abilities, he always attacks first, always)
Wargear (Take Two Weapons and One Equipment) : Wrist Blades (Weap): I) Stabby: D6X2 II) Assassinate: 2D6X4 (If You Do Not Kill The Opponent With This Strike They Will Receive No Damage)
Throwing Knives (Weap) : I) Epic Throw: 4D6 (Always Has A 50% Critical Rate) II) Dash Throw: D6 (Has A 90% Chance Of Dodging The Enemies Attack, 50% Chance of Critical) Smoke Bombs (Equip) I) Reduce Opponents Weapon Skill By 4 Stun Grenade (Equip) I) Reduce Opponents Initiative by 4
Initiative: 2 Force: 4 Toughness: 4 Weapon Skill:3 Hit Points: 85 Evasion: 2 Special Ability: If The Gladiator Takes More Then 30 Dmg in one round of Combat next round he counts as tripling the opponents toughness with force.
Wargear: (One 2 Hand and Gloves and 1 Armor) Sword Of Gods(2Handed) : I) Power Attack: D6X5 Dmg, II)Rampage: 5D6 Dmg Add 1 To Your Force and 1 To Your Weapon Skill
Cestus of Oblivion (Gloves) : I) Stunning Strike: D6X4 Dmg (25% To Stun) When The Cestus of Oblivion is equipped you may Deal 10 Dmg to yourself, and deal 6 Dmg to the enemy Add One To Your Force
Soul Reapers Claws (Gloves) : I) Hack n Slash: 4D6 When The Soul Reapers are Equiped You do 3 extra Dmg to the enemy, and Then you gain 3 Hit Points. Add 5 Hit Points
Swords of Flames (2Handed) I) Slice and Dice: 10D6 (Counts as Having 1 Weapon Skill) II) Sword Launch: 2D6X2 (Auto Critical) Add 1 To Your Weapon Skill and 1 To You Weapon Skill
Imperial Fleece (Armor) Add 1 Toughness
Feather Armor (Armor) Add 1 Initiative
Initiative: 2 Force: 3 Toughness: 3 Hit Points: 70 Evasion: 3 Healing Skill: 3 Magic Skill: 4 Special Ability:
Spells (Choose 3) : Baelfael: Reduces opponents initiative by 2, deals 2D6X2 Dmg Ashtarth: Reduces opponents initiative to 1 for next combat phase Zoniha: Heals 3D6 Health Note: Can't Go Over Maximum Health! Zael: Roll D6 and Keep Unleashing Zappiness until you roll a one. Molok: Whenever an enemy attacks you the take 10 Dmg (Automatically In Use From Start To Finish of the game) Regulus: 1 Cast Allowed, Drains 50% of the enemies health on the roll of 6 (Note 50% of the Health they have when you use this move)
Initiative: 6 Force: 3 Toughness: 4 Weapon Skill: 5 Hit Points: 75 Evasion: 3 Special Ability: Can Always Strike Twice On An Opponent Wargear (Select Two Items) Compound Bow : I) Bomb Arrows: 2D3x5 Dmg, Takes two rounds of combat to use. II) Flaming Arrow: Deal D6 Dmg, and D3X2 fire Dmg for three rounds of combat (Fire Damage Is Not Affected By Toughness Value!)
Tornado Boomerang: I) Steady Toss: D3X6 Dmg, Auto Hits II) Cyclone: D2X12 (Takes 2 Actions) 1-3 Result = 1 4-6 Result = 2
Stun Shells I) Reduces Opponents Initiative by 3
Master Dagger I) Ha! Hey! : 4D6 II) HEEYA! : 8D3
Bombs I) Wide Radius Auto Hit D6X3 II) BOMB-ardement : 5D6
Also just so you know each class has been based off of a character from a video game some more directly then others, Pm who they are from and I will give you a special move, that should be balanced.
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