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    Post by Admin Tue Dec 06, 2016 12:05 pm

    THE CHIVALRIC SYSTEM 3.3
    SIMPLIFIED EDITION

    Table of Contents

    The Chivalric System 3.3: Purpose & Overview
    Stats Explained
     
    Combat: Rolling the Roll
    Healing
    Boss Fights
    -- Defence
    -- Valour
     -- Force

    The Forum Sheet
     
    In-Game Information
     
     

    The Chivalric System 3.3: Purpose & Overview

    The Chivalric System is the Order of the Red Valour’s event system. It has been with us for a long time now and undergone many changes. It may still see many more changes to come, as each new change improves upon what has already been built. It is important to remember that the Chivalric System is meant to be ‘easy to learn, advanced if wanted’.
     
    Currently, the CHS (Chivalric System for short) is in the 3.3 version.
     
    In the Chivalric System basic version, you will find that there are five ‘stats’ that you put points into. These increase your rolls in the various elements (such as Combat or Healing) by adding the number of your chosen stat’s power (for example, 6 for Combat) to a standard /roll 30. In the example, if you had 6 Combat, you would do a /roll 36 whenever a Combat Roll is called for. Simple, is it not?
     
    Health and Energy are quite different however than other stats. Energy is an Advanced stat, so if you do not plan on using the Advanced version, you need not worry about this one. It is simply to increase the overall Energy, which is used for Abilities (an Advanced feature). Health, as you can imagine it, is your hit-points. If it falls to zero in an event, you are out of the action until it can get back up over 0.
     
    Everyone, regardless of their choices, begin with 20 Health (and 20 energy, if you use advanced). 1 point in Health increases the basic health by 1 (thus making it 21). The same rule applies to Energy.
     
    Every other stat (Combat, Healing, Defence, Valour) also increase by 1 per point, but the base number for those stats are 30.
    It is worth noting that whenever you take damage during an event, your Health is decreased. For example, if an enemy has 3 damage-per-round (DPR), you will lose 3 Health if you take damage from that enemy.

     
    Health is also able to be restored via Healing Rolls. But generally, once an event ends, it is up to the player to determine how much Health is naturally restored between events.
     
     
    As for attacking, each player has a basic damage of 4. This means, whenever you succeed in combat, you do 4 damage to your enemy. This can of course be altered if the player uses the advanced version.
     

    Stats Explained


    In this system, there are six primary stats (short for statistic) that are used. They have derived their origin from original RPG Systems, although they have become tweaked slightly over development. They should however, be relatively easy to understand.
     
    Health: This increases your base Health.
    Energy: This increases your base energy. (Advanced stat only!)
    Combat: This increases your combat hit chance.
    Defence: This increases your defence success chance.
    Healing: This increases your healing success chance.
    Valour: This increases your chance of success with feats.
     
    During creation of your character sheet (more on that later), you will have 18 points to spend in total on these different stats. Do keep in mind that each stat can only hold a maximum of 8 points. So you can’t have 9 Combat, unfortunately.
     
    It is important to remember that the stats you choose to spend points into increases the likelihood that you will remain successful during combat, although you shouldn't expect to keep the upper hand forever.
     
     

    Combat: Rolling the Roll


    So, now you know the stats and how to choose them. But what for? This is where we explain that. As you guessed by now, the CHS does not follow traditional rolling methods. As a matter of fact, thanks to the 3.2 update, you only have to make a single roll per combat phase.
     
    The CHS is based around a system known as ‘d30’. This means our rolls are based around the number 30 as basic. However, those stats you picked up above, increases the rolls you do. If you didn't pick a stat for the specific roll, you simply do a /roll 30. But if you picked a stat, you add your stat’s number to it.
     
    For example:
    Player A has 6 Combat. Player B has 0. In a situation where the players use a combat roll when Combat Phase is called, Player A does /roll 36 whilst Player B does /roll 30.
     
    There is also a success/fail chart to follow. But don’t worry. It is very simple.

    Roll 0-15: Failure (You take damage)
    Roll 16-19: Failure (You take no damage, but deal no damage either)
    Roll 20-29: Normal Success (You deal damage)
    Roll 30+: Critical Success (You deal higher damage)

    Note: Critical Damage is always your Standard Damage + 2.
     
    Simple right? Yeah. That is all there is to the mechanics of combat. Truly.
     

    Healing


    So, there’s also the aspect of healing in this system. Although not expected to be used a lot, it is still possible to do. It is simple to explain however!
     
    If you wish to try your hand at healing, simply state so in the raid, including your target and make a roll. The Healing Rolls are always based around the Magic stat. See above for the success/failure chart.
     
    If you wish to try your hand at healing, whip out your Healing Stat and make a roll. It is probably wise to state in raid or guild chat who you are trying to heal beforehand however!
     
    For Healing, you follow the same roll success, although slightly alerted in its meaning.
     

    Roll 0-15: No Healing (You do not heal)
    Roll 16-19: Lesser Heal (You manage to heal for 2 HP.)
    Roll 20-29: Heal (You heal for 4 HP.)
    Roll 30+: Greater Heal (You heal for 6 HP.)



    Boss Fights


    As with running dungeons or raids, events in the Order often ends with facing at least one ‘boss’ enemy if not several along the way. These are vastly different from regular foes however. Usually in the manner that they require coordination and group work to take down. Not to mention the fact they have an array of deadly spells at their disposal!
     
    They do have however, some things that are worth explaining. Primarily, the Defence stat, which factors heavily into boss fights.
     

    Defence


    Most think that putting points into their respective combat stat will help them overcome any and all threats and that putting points into Defence is simply not worth it. Bosses however, often lock onto players to do damage, or deal out malicious spells/abilities. This is where defence comes into play. Rather than rolling your combat stat, during a boss fight, if you are ever targeted by a spell or locked on by a boss, you use the defence stat.
     
    Is a boss chasing you? Well, that’s a bad sign! Is your defence high enough to keep you safe from the boss? Make a Defence Roll and find out! That is how defence works. It can also be used against regular spells, although it is rare to see regular enemies throw down spells (although don’t count on it never happening!)
     
    Defence Rolls follow the regular roll success chart, although with a slight modification.
     

    0-19: Defence failed (Damage Taken)
    20+: Defence success (Damage Avoided)

    Valour


    Valour is a new concept introduced in the 3.3 version of the CHS. It is something that has been always a part of the old system versions, but without its own category. Now it is finally here.

    During events, some might be tempted to try something truly remarkable. To pull of an amazing feat, like using their magical power to collapse part of a cliff-side or use their burning sword to cut through a swathe of enemies. And if you don’t have an ability for this (advanced users) or you are using basic version, then the Valour Roll is for you.
     
    To use it, simply whisper the Storyteller to get permission for your idea. A Valour Roll will then be called, and if you succeed at it, your idea goes through with the Storyteller’s designated success.
     
    Valour success follows the same roll chart as a Defence Roll. 

    Force


    New to the Chivalric System in 3.3 is the introduction of the 'Force' feature. Force works much like Health and Energy and is tracked throughout combat during events. However, at the start, Force begins at 0. Each time you take a hit through a failed roll, you generate 1 Force. When 4 Force has been gathered, your next failed roll will be turned into a normal success one, and Force will be reset down to 0. 

    This is to counter a streak of bad rolls. Do not that you cannot generate more than 4 Force, which is its maximum cap, but once you have used it, you start generating it again. 
     
     

    The Forum Sheet


    Okay, so here we are. You've learnt all about the Simplified version of the Chivalric System! Now you’re wondering how to put it all together. It is put together in a sheet, which should be added both to the forum in a post as well as added in-game. Let’s deal with the forum first.
     
    Click HERE to access the thread for the Sheets. When you are ready, simply copy the Template below and fill it out with the information as needed. Remember, if you are confused or need help, seek out an officer!
     
    TEMPLATE

    Version: Simplified 
    Name: 
    Race + Class (Level): 
     
    Stats
    Health: 0
    Combat: 0
    Defence: 0
    Healing: 0
    Valour: 0
     
    Attack: 4

     

    In-Game Information


    Similarly, you can put the same information in-game (suggested using History section of MRP)
     

    { HEALTH: 0 }
    Combat: 0
    Defence: 0
    Healing: 0
    Valour: 0
     
    Attack: 4 Damage

    And that is all for the Simplified Version.
    Good luck!
     
    If you wish to access the Advanced Guide, click HERE

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