Funded! This project was successfully funded on December 8, 2012.

Update #6

Game Mechanics/Rules

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In this update, we will be discussing the ruleset and mechanics being used in the IceBlink Engine. Bear in mind that this is still a work in progress and not finalized so any input or suggestions will be taken into consideration. The main focus of this project is to create a RPG platform that allows you to create your own stories in an easy and effective manner. The ruleset used needs to support story telling effectively and not overly complicate things so the ruleset will be more simple than complex.

Please feel free to leave any comments, feedback, suggestions, praise, or whatever here on this update page and/or visit our forums to discuss this topic as well.

Topic on Forums: http://www.iceblinkengine.com/forums/viewtopic.php?f=24&t=11

Here are the basics:

ABILITIES

All characters have four abilities that help define their character. You start with at least 10 points in each of the four abilities. You then you will be able to add points as part of the character creation screen to help customize your character. You also receive adjustments based on your characters race.

Abilities: Strength (STR), Dexterity (DEX), Intelligence (INT), Charisma (CHA)

CLASSES

Characters then choose a class which describes their type of "profession". Once you choose a class you cannot change it throughout the game (no dual class or multi-class).

Examples of classes could be: fighter, rogue, priest, mage, paladin, ranger, bard, druid, etc.)

The following properties are defined for each class:

  • list of skills available for this class
  • list of talents/spells and at what level available
  • hit points (hp) per level
  • spell/stamina points (sp) per level
  • skill points to spend per level
  • Tables: base attack bonus (BAB), fortitude(STR) save, reflex(DEX) save, will(INT) save

RACES

Next, characters choose a race which adds additional customization to your character.

Examples of races could be: human, dwarf, elf, halfling, gnome, etc.)

The following properties are defined for each race:

  • ability modifiers
  • spell points modifiers
  • stamina points modifiers
  • saving throw modifiers
  • skill modifiers
  • race specific talents/spells and at what level available

SKILLS (combat and non-combat)

At the beginning of the game and after each level up, you will receive skill points to spend on increasing different skills. Skills are class specific (you can only use skills available to your class).

Examples of possible skills: stealth, heal, disarm traps, open locks, taunt, turn undead, parry, dodge, lore, bluff, intimidate, diplomacy, search, etc.)

Your skill check roll is compared to the difficulty class (DC) of the task being performed or checked. If your roll exceeds the DC, then you pass the skill check. The check either succeeds or fails.

Skill Check Roll: 1d20 + skill ranks + ability modifier + racial modifier + talent modifier + item modifier (armor, weapon, etc.) + other modifiers

Difficulty Class: 0=very easy, 5=easy, 10=average, 15=tough, 20=challenging, 25=formable, 30=heroic, 40=nearly impossible

TALENTS/SPELLS (combat and non-combat)

At the beginning of the game and after each level up, you will be able to choose talents or spells depending on your class. Talents and spells can be a permanent feature that works all the time, a temporary event with duration, or an instantaneous event. Talents and spells use either stamina points (sp) or spell points (sp) except for permanent talents or which do not use any points.

Examples of talents could be: one-handed melee weapon bonuses, two-handed melee weapon bonuses, ranged weapon bonuses, cleave/sweep, cripple attack, precision attack, cripple shot, rapid shot, etc.

Examples of spells could be: magic bolt, flame arc, fireball, stun, summon creature, invisibility, teleport, heal wounds, entangle, web, etc.

Pre-requisites to learn a new talent/spell: ability level, class level, other talent/spell

COMBAT

In combat, each character and creature takes a turn to perform a task. When attacking, to determine a successful hit that deals out damage, you make an attack roll and compare it to the opponents Armor Class (AC). If the roll plus modifiers equals or exceeds the AC then you have successfully hit your target and then roll for damage.

Attack Roll:

Melee: 1d20 + BAB + STR mod + item1 bonus + item2 bonus + talent bonuses + other possible bonuses (spells, etc.)

Ranged: 1d20 + BAB + DEX mod + item1 bonus + item2 bonus + talent bonuses + range penalty + other possible bonuses (spells, etc.)

Armor Class (AC): 10 + natural armor bonus + armor bonus + shield bonus + item bonus + DEX mod + spell bonus + talent bonus

To determine the order of who goes first, an initiative roll is made at the beginning of combat. The turn order is based on the highest rolls go first. This order is maintained throughout the entire encounter.

Initiative roll: 1d20 + DEX mod

That’s it for now. Thanks again for your support and comments.

-The IceBlink Engine Team

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