V7 rule dump

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Phailak
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V7 rule dump

Post by Phailak »

Will put as much detail as I can here in case someone can help write rules, will be adding / editing as it comes to me.
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Duels

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Duels

Duels have been completely revamped.

Each duelist will have to choose a style that is available. There are 3 skills that complement each style by providing extra tactics for each level of the skill. Ambidextrous allow the use of dual-wield style which is basically fighting with two weapons. Strong allows the use of two-handed fighting, meaning halberds and two-handed heavy weapons. Precise allows single-handed fighting with spears and swords and other single handed weapons.

If they do not have any of the skills, there will be 3 normal tactics available to all duelist.

Note: There are 10 traits that affect duels.

Duel stats
HP: Hit points, when this reaches 0, duelist is defeated. Certain tactics can actually bring this down to 0 in one swoop. MIG x 10
Hit: Mesures the duelists ability to hit his opponent. It is compared against the opponent's hit score. Base is 50 (basically if both combattants have same hit score). It is based off MIG primarily with a lesser extent CHA. Under 5% is ALWAYS a hit, over 95% always a miss. Some tactics allow auto hits for yourself or sometimes for your opponent.
Damage: At its base, damage is set as MIG. Some randomness is added based on MIG as well as tactics that can sometimes add to it for that round OR the whole duel.
Tactic: Basically chance of tactics succeeding. Any tactic that cancels another always works (no roll). Tactics used stamina, if you do not have enough, tactic is canceled and replaced with a 'rest' option. Each style tactic has its own Tactic % chance based on specific stats while normal tactics available to all are based off MIG and JUD of the one trying to execute VS MIG of opponent.
Stamina: Allows use of tactics. Based off MIG and JUD. If reaches 0, cancels tactic and replenishes 25 stamina
Speed: Determines who hits first, if same speed, it's coin toss.
Recuperation: Determines how much stamina you get back end of round. Also based off MIG and JUD.
Escape, capture and death: When an officer is defeated, he first gets a death roll. 3% chance plus any tactic effects. If he survives, there is a capture check. This is based off MIG, COM and ING plus whatever capture effects from tactics. It is then compared to the fallen duelist's escape score based off MIG, JUD and CHA. Like with the hit mechanic, base chance is 50 + the difference.

There are basically 10 rounds, if none of the participant fall below 0, it' a draw with no capture / escape / chance of death effects.

Challenge

The persuasive skill will ad a unique tactic to battles called Challenge. Basically, the challenger will target an officer from the opposing side and try to get them to fight them. Formula to accomplish this favors high MIG characters, lower might characters would fail. Formula is
Challenger's MIG, CHA vs opponent's ING, JUD and MIG
((Challenger's Cha *2 ) - (Defender's Judgement + Defenders Intelligence)) + ((Defender's Might /2 ) - (Attacker's Might /2 )) + 10% per level of Persuasive.

You can avoid this by having one of your own officers challenge someone

Failed challenge still makes opponent lose 10 morale. Losing a duel gives -10 and +10 swing.
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Civil

Post by Phailak »

Haven't determined yet what this will be, but the output for locations will change. Also a possibility of classes that will change the fact that officers all have camps, might have various places that can be owned for a location non-holder.

Will remove the gains vs improve mechanic. Skills will now grant both, gains will be a scavenge type action that can be performed by any officer including NPCs that will grant direct gains to the resource the skill targets and will be based off the relevant stat. Improve will basically improve the yields from the location the officer is assigned to (as opposed to every location which was yielding too much).

Garrisons.

Very important addition and this might need to be adjusted. Basically each location (villages, towns and cities) will need to be garrisoned. Failure to do so will result in lower yields. Base is 25% for a location that has no garrison and up to 100% for a full garrison. Garrison sizes are:
Village => 500
Towns => 1000
Cities = > 2000
Garrisons can only defend the location they are assigned to (cannot attack or reinforce). Once assigned, you cannot take those soldiers back into your main army. They do not withdraw, they always fight. If a location is abandoned, the garrison soldiers go to the invader.
Garrisoned soldiers gain 10 training per turn automatically.
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Crafting

Post by Phailak »

Whole new crafting system will be put in place. Now your characters will be able to equip 10 pieces of equipment. This includes mounts and such, list is:

Head
Body
Weapon
Mount
Book
Banner
Projectile
Jewel
Transport
Essay

Each has a possibility of two types of items, boosting two stats (weapons is exception, both are MIG)

Helmet - Head (COM)
Armor - Body (MIG)
One-Handed - Weapon (MIG)
Warhorse - Mount (COM)
Historical - Book (JUD)
Family - Banner (CHA)
Bow - Projectile (JUD)
Ring - Jewel (COM)
Carriage - Transport (ING)
Philosophical - Essay (ING)
Hat - Head (CHA)
Robes - Body (CHA)
Two-Handed - Weapon (MIG)
Stallion - Mount (MIG)
Educational - Book (ING)
Military - Banner (COM)
Crossbow - Projectile (ING)
Necklace - Jewel (CHA)
Chariot - Transport (JUD)
Theoretical - Essay (JUD)

Crafting is still done through the Resource Tool. Basically costs 100 gold to craft any item and 100 CP for +1, an extra 100 CP per +1 after cumulative (formula is N(N+1) / 2 *100) so that a +1 is 100 CP but a +5 is 1500.
Each item has a 5% chance to get a trait, this % can be raised by 1% for every extra 10 gold AND 10 CP invested. If you manage to get a trait, you have a 1% chance to get a unique item (unless all have been found). If you do get a unique item, CP and gold are not used.

You can have several pieces of equipment for each slot and inter change them through the OI interface.
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Roads reinforcements and field battles

Post by Phailak »

The new map will have roads. I think AaronH did a wonderful job and we tried to make it so each location had at least 2 roads leading to it, 5 or 6 max. You can attack any location your army can access from the roads (camps will be explained after). So basically, you can attack any neighbor of one of your locations. If your locations get separated by someone else taking one between them, you can still attack any of their neighbors but with a -25% supply hit. Same applies for defending. This may need to be revisited, only thing I can think of without adding the complication of army tracking (multiple armies and where they are).

Will re-instate reinforcements for both joint attacks and defense. Same rules would apply for roads. To avoid defense traps (a force sending a maxed out force to defend an allied village with 100 soldiers or an ally joint attacking and sending max force with 100 soldiers just so they grant him a location), reinforcements can be any number but only 100% of reinforcements can be used in battle (so if ally has 100 troops, you can field 100)

No more random leader stuff. Caused a great deal of frustration last game. If two players attack same place and neither withdraws or supports the other, they will fight it off. If it's an uneven number, two will fight while the other fights the location owner and winners face off. Will add significant delays to certain turns I suppose, but turns are pretty quick anyway so we should be ok.
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Skills V7

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AidCHACOMMIGRaise Own Officer Effectivness from Melee using CHA and COM
AcumenINGMIGJUDIncrease overall stats of NPCs
AdministratorCHAINGMIGIncrease output from locations for all resources
AmbidextrousINGMIGCOMUse two weapons efficiently in duels adding tactics
AssassinJUDMIGINGCan use the kill spy operations to kill soldiers during civil phase and lower morale during battle
AttentiveJUDINGCOMIncrease Statistic experience output
AuthorINGJUDCHACan create special books and essays
AuthorativeCOMMIGINGIncrease results for all training actions
BarrageJUDCOMINGLower Opp Support Attack from Support using JUD and COM
BarricadeINGJUDMIGRaise Own Support Defense from Support using ING and JUD
BreederJUDCOMINGCan breed warhorses or duel mounts
ChargeMIGJUDCHARaise Own Melee Attack from Melee using MIG and JUD
CommanderCOMCHAMIGIncrease output from locations for soldiers
ConfuseINGCHAJUDLower Opp Officer Effectivness from Support using ING and CHA
CoverJUDINGMIGRaise Own Melee Defense from Support using JUD and ING
CraftsmanCHAMIGCOMCan create special jewels, banners and robes
CraftyMIGCHAINGIncrease crafting points output in PP
DecoyCOMCHAMIGLower Opp Melee Attack from Melee using COM and CHA
DelayINGJUDCHALower Opp Both Layers Speed from Support using ING and JUD
DerideINGJUDCHALower Opp Support Morale from Support using ING and JUD
DisciplineCOMCHACHARaise Own Soldiers Morale from Melee using COM and CHA
DisruptCOMCHAMIGLower Opp Support Defense from Support using COM and CHA
EncourageCOMCHAJUDRaise Own Both Layers Speed from Support using COM and CHA
EngineerMIGINGCOMIncrease output from locations for armaments
EntangleMIGCOMJUDLower Opp Both Layers Speed from Melee using MIG and COM
EscortMIGINGJUDRaise Own Army Supplies from Melee using MIG and ING
FazeCHAMIGINGLower Opp Officer Effectivness from Melee using CHA and MIG
GuardINGMIGJUDRaise Own Army Supplies from Support using ING and MIG
HasteMIGCHACOMRaise Own Both Layers Speed from Melee using MIG and CHA
InfiltratorINGJUDCHAIncrease output from locations for spy points
InvestorJUDCHAINGIncrease output from locations for gold
JeerCHAINGMIGLower Opp Melee Morale from Melee using CHA and ING
PerceptionJUDINGCHAImprove chances of gaining a trait on crafted equipment and mounts
PerfectionistCOMMIGCHAIncrease personal output for crafting points, statistic experience and skill experience
PersuasiveCHAINGJUDUse of challenge tactic in battle to force a duel
PoisonJUDINGCOMLower Opp Support Supplies from Support using JUD and ING
PoliticianCHACOMJUDIncrease output from locations for NPC points
PolymathCOMCHAMIGReduce cost of upgrades to stats and skills
PreciseJUDCOMMIGUse of single-handed weapon in duels adding tactics
PropagandaCHACOMJUDCan use the destroy NPC points and spy points during civil phase and kill soldiers and destroy armaments during battle
RaidMIGCOMINGLower Opp Support Supplies from Melee using MIG and COM
RallyCHAMIGCOMRaise Own Army Morale from Support using CHA and MIG
RuptureCOMMIGJUDLower Opp Melee Defense from Melee using COM and MIG
SabotageCOMINGMIGCan use the destroy armaments and gold during civil phase and destroy supplies during batle
ScoutCHAINGCOMLower Opp Melee Defense from Support using CHA and ING
SmithMIGCHAJUDCan create special weapons and armor
SortieMIGJUDCOMLower Opp Melee Attack from Support using MIG and JUD
StrongMIGJUDCHAUse two -handed weapons in duels adding tactics
StudiousINGJUDMIGIncrease Skill experience output
SuccorJUDINGCHARaise Own Officer Effectivness from Support using JUD and ING
SupportJUDCOMINGRaise Own Melee Attack from Support using JUD and COM
SwiftMIGJUDCOMBetter chance to escape precarious situation (duels, battle, plots)
TraderCHAJUDCOMGain % off trades with other playes at no extra cost to the other player involved
VersatileINGCOMCHAIncrease a random output significantly
VolleyINGJUDCOMRaise Own Support Attack from Support using ING and JUD
WallCOMMIGINGRaise Own Melee Defense from Melee using COM and MIG
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Traits

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ToughnessAdd 50% of MIG in HP in duels
AccurateAdd 10% of JUD to Hit in duels
Brawn+5% damage in duels
FastAdd 20% ING speed in duels
EnduranceAdd 50% MIG stamina in duels
RegenrationAdd 10% MIG stamina recuperation in duels
ShrewdAdd 10% ING to tactic success in duels
DeceptiveAdd 10% tactic failure in duels
ElusiveAdd 10% CHA in escape in duels
TenaciousAdd 10% COM in capture in duels
Wit+10% Stat XP
Scholar+10% skill xp
Artisan+10% cp
Alluring+5% soldiers from locations
Convincing+10% soldiers from drafting
Frugal+5% gold from locations
Calculating+10% gold from getting gold like scavenge
Worker+5% armaments from locations
Scrounger+10% armaments from getting gold like scavenge
Deceitful+5% spy from locations
Keen+10% spy from getting gold like scavenge
Amiable+5% NPC from locations
Engaging+10% NPC from getting gold like scavenge
Lucky+5% chance of gaining traits on crafting items
Bloodlust+5% kills on assassin spy op
Destructive+5% more destroyed arms spy op
Charlatan+5% more on propaganda missions spy op
Nimble+5% escape
Strategic+5% tactics in battle
Insightful-5% for other tactics in battle
Slayer+5% more casualties in battle
Medic-5% less casualties in battle
Warrior+5% attack in melee
Hunter+5% attack in suport
Defender+5% defense in melee
Archer+5% defense in support
Taskmaster+10 supplies start of battle can go over 100
Motivator+10 morale start of battle can go over 100
Protector+5% escape for officers in battle
Pursuer+5% capture for officers in battle
Scavengerdouble spoils of war
JudgeBetter NPC stat rolls
FascinatingGain 25 multiplied by turn soldiers each turn
WealthyGain 25 multiplied by turn gold each turn
FenceGain 25 multiplied by turn armaments each turn
ConnectedGain 25 multiplied by turn spy points each turn
FamousGain 25 multiplied by turn NPC points each turn
SmartGain 250 stat XP each turn
SkillfulGain 250 skill XP each turn
ResourcefulGain 250 CP each turn
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Equipment

Post by Phailak »

TypeSkillArticleStat
HeadSmithHelmetCOM
BodySmithArmorMIG
WeaponSmithOne-HandedMIG
MountBreederWarhorseCOM
BookAuthorHistoricalJUD
BannerCraftsmanFamilyCHA
ProjectileSmithBowJUD
JewelCraftsmanRingCOM
TransportBreederCarriageING
EssayAuthorPhilosophicalING
HeadCraftsmanHatCHA
BodyCraftsmanRobesCHA
WeaponSmithTwo-HandedMIG
MountBreederStallionMIG
BookAuthorEducationalING
BannerCraftsmanMilitaryCOM
ProjectileSmithCrossbowING
JewelCraftsmanNecklaceCHA
TransportBreederChariotJUD
EssayAuthorTheoreticalJUD
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Roles

Post by Phailak »

TypeService to a WarlordBaseSoldiersGoldArmamentsSpyNPCSpecial ActionDescription
WarlordNoCampYesYesYesYesYesGather more resourcesHas a camp, can gain all resources but cannot serve for a Lord
MinisterYesOfficeNoYesNoYesYesCan manage a location but soldiers and armaments go to LordHas an estate, can gain gold and NPC points, can work for a Lord
DuelistYesEstateNoNoNoNoYesImprove XP stats and skillsHas a home, cannot gain resources but can serve a Lord
MerchantNoMarketNoYesYesYesYesGather more goldHas a market, can gain everything but soldiers, cannot serve a Lord
CrafterNoWorkshopNoYesNoNoYesGather more CPHas a center, cannot gain resources, more CP
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Duel Tactics

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ProjectileNormalCancel Taunt, cause 50-100 damage
TauntNormalCancel Alert, Opponent Damage X1.25, Opponent -10 Hit
AlertNormalCancel Projectile, Opponent -5 Tactics
IntimidateTwo-Handed 1Opponent -15 Hit
StallOne-Handed 1Opponent -15 Stamina
BaffleDual-Wield 1Opponent -15 Speed
ShoutTwo-Handed 2Cancel Pre-Duel tactic
MeditateOne-Handed 2Own +5 Tactics
ConcentrateDual-Wield 2Own +5 Recuperation
FrenzyTwo-Handed 3Own Damage X1.25, Opponent -10 MIG
PrepareOne-Handed 3Own +100 HP
RitualDual-Wield 3Own +25 Stamina
ChargeNormalOwn Damage X2
DismountNormalOpponent disable mount (-10 Hit, -25 Escape)
AvoidNormalCancel Opponent Round 1 tactic
One-blowTwo-Handed 1Own MIG – Opponent MIG -20 chance of ending the duel in one blow. Own MIG – Opponent MIG -20 / 2 chance of death.
First StrikeOne-Handed 1Cancel Attack
High-lowDual-Wield 1Own +1 Attack, Opponent disable mount (-10 Hit, -25 Escape)
PlowTwo-Handed 2Own Damage X2.5, Opponent -15 Stamina
StabOne-Handed 2Own Damage X1.5, Opponent -5 Tactic
Double sliceDual-Wield 2Own +1 Attack, Opponent -10 Speed
MaimTwo-Handed 3Opponent -5 all stats, Opponent -10 escape
PinpointOne-Handed 3Opponent -5 HP per round, Opponent -5 Stamina per round
DisarmDual-Wield 3Cancel Style tactics, Opponent -5 Hit
SwingNormalCancel Defend, Own Damage X1.5
DefendNormalCancel Quick Strike, Opponent -10 Hit
Quick StrikeNormalCancel Swing, Own +10 Speed
MaulTwo-Handed 1Opponent -15 Speed, Opponent -5 Tactic
ParryOne-Handed 1Opponent -15 Hit, Opp Damage X0.75
Cross strikeDual-Wield 1Own Auto Hit, Own Damage X0.75
SmashTwo-Handed 2Cancel Style tactics, Own Stamina +15
DisableOne-Handed 2Own Damage X1.25, Opponent -10 MIG
FeintDual-Wield 2Own Hit +15, Own Speed +15
CrushTwo-Handed 3Opponent -15 MIG, Cause 75-125 damage
CounterOne-Handed 3Cancel Attack, +15 Hit
FlurryDual-Wield 3Own +2 Attack, Own Damage X0.75
BreatheNormalOwn Full Stamina
HealNormalOwn +500 HP
ResetNormalCancel Disarm effects, Cancel Dismount effects
SuicideNormalOwn Damage X2, Own Kill 10
CautiousNormalCancel Final Round tactic, Own -1 Attack
PatienceNormalOwn Escape +25, Opponent -10 Hit
ReachTwo-Handed 1Opponent -15 Hit, Opponent -25 Capture
BlockOne-Handed 1Opponent -15 Hit, Opponent Damage X0.5
DeflectDual-Wield 1Own +15 Hit, Opponent Damage X0.5
CleaveTwo-Handed 2Opponent Auto Hit, Own Damage X3
ThrowOne-Handed 2Own Capture +25, cause 50-100 damage
FlourishDual-Wield 2Own +1 Attack, Own Damage X1.25
WildTwo-Handed 3Own Hit -25, Opponent HP = 0
SidestepOne-Handed 3Opponent Damage X0, Own Damage X1.25
PressDual-Wield 3Own +4 attacks, Own Hit -25
PursueNormalOwn +25 Capture, Opponent -25 Escape
IgnoreNormalCancel Feign Retreat
ShootNormalOpponent Kill 5
RetreatNormalOwn +25 Escape
Feign RetreatNormalOwn +1 Attack, Opponent +25 Capture
WithdrawNormalCancel Shoot tactic
Locked