Legacies of Veridocia: The Dark Dominion
} Combat Mechanics
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Gaining Experience
(EXP)
In previous forum
games, EXP was a per-character measure of levelling up. Because of the nature
of Shining Force, this led to some characters being easily left behind unless
they made questionable combat decisions, or were ‘babied’. Gaining EXP works a
little differently in this game. For one, EXP is only awarded upon a kill now,
rather than on hit and kill. The amount earned for defeating an enemy of equal
level to the players is now 35 EXP, and is modified up or down by 5 for each
difference in level. The maximum earnable is still 50.
The major departure
for this game is that EXP is no longer a per-character statistic, but is
instead a party-wide EXP pool. Anyone that earns EXP adds it to the pool, and
anyone can benefit from it. Once the pool exceeds 100 EXP, an end-of-turn roll
is made for each party member to determine if they qualify for a level up. If
the dice roll is below the current party EXP value, and the character earned some
EXP this turn, then they can spend 100 of the party’s EXP fund to gain a level.
If several players qualify, the one with the lowest roll earns the level up. If
no one qualifies, either because of the dice rolls, or because no one gained
EXP, then no level up can be awarded.
Once a character is
a level above the average party level, they cannot qualify for another level up
until everyone else has reached the same level. This way, they can still fight
and earn EXP for the party. They will just earn 5 less per kill because of
their higher level.
Other means of
earning EXP:
·
Healing: 10-20,
depending on percentage of health healed.
·
Buffing/debuffing/Inflict or cure Status Effect: 5 per successful
application. Max. 20.
·
Golden Apple: 100
EXP. Can either be added to the pool to give everyone a roll at levelling up,
or can be awarded directly to the consumer.
This party approach
is intended so that it prevents questionable tactical decisions such as kill
stealing or ‘babying’, and allows everyone to act how they feel they ought to
in order to win, rather than worry who gets what EXP.
Levelling Up
Once you’ve been
given a level up, the GM will (usually) ask you to roll 4 or 5 d11s to
determine your stat gains for the level up. They will then be plugged into the
pre-defined growth curves to calculate the stats that will be awarded. The GM
may occasionally roll them for expedience.
Promotion
Once your character
reaches level 10, they can no longer gain levels until they speak to the party
advisor in a safe place and ask for promotion. Once done, your character will
be promoted to the a fighting class specified in your submissions, and will be
able to equip more advanced weapons – and in some cases, change weapon classes.
Promotion will also
bring some additional benefits, which are as follows:
·
+5 to any 4 of your
elemental affinities, with the exception of your elemental weakness.
·
Body and Mind
bonuses. One happens upon promotion, the second at level 10, and the third at
level 20. Values vary depending on the curves specified by the GM at character
creation.
·
+5 Critical and Double
Attack rates.
·
Counter and Evade:
+2 if Low growth, +3 if Medium growth, +4 if High growth.