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== NEW QUEST MECHANICS ==
Hey there anons, I’ve been spending all day remaking the quest’s mechanics, so the actual update will come out tomorrow. This should be the last time I do something like this.
All stats (with the exception of Health and Mana) will now be represented with an alphabetic Tier system rather than numerical values. See pic related for a general idea. In addition to this, each tier is made up by 3 sub-tiers: Letter-, Letter, and Letter+.
Character levels have been removed altogether. We’re back to how things were in thread 1-4, where your actions contribute to the improvement of attributes and skills separately rather than having a general EXP bar.
All creatures now have 4 main attributes: Health, Power, Agility and Mana. Power determines strength and toughness, while Agility is tied to reflexes and speed. Mana determines how many spells you can cast until running out of divine energy – generally recovered by resting.
A character’s health state ranges between five tiers or categories. From best to worst, these are: Healthy, Bruised, Wounded, Severely Wounded and Near Death. Fighting while Wounded or worse will incur roll penalties, starting with -10, -20 and finally -30 if on death’s door.
Damage formulas have been removed. How much of a world of hurt your attacks bring depends entirely on the context. For example, a guy of ‘A tier’ Power punching someone of ‘E tier’ Power usually turns them into a bloody mess, unless it’s a graze. Best not get hit at all.
You gain EXP on Power and Agility by doing intense physical activity. Every 10 EXP, these attributes are increased by 1 sub-tier. Certain types of training may increase one stat more than the other. As for Mana, it depends exclusively on your Power (the bigger you are, the more Mana your body can hold) and certain magic-related perks which you gain by training, casting spells, meditating, resisting temptations, etc.
Your combat skills (Hand to Hand, Dodging, etc) won’t progress as fast if you restrict yourself to simple moves or refuse to visit a tutor. Choosing challenging approaches during battle may result in becoming a better combatant much faster. Regardless, all skills cap at 50 EXP and provide increasing bonuses every 10 EXP.
From now on, you won’t control all of Hyenus’ movements during a fight. You just pick an approach at the start, then roll and see how things go. Maybe make choices mid-battle too, if the opponent doesn’t win or lose in the 1st round. Generally, the bigger you roll against them, the better you’ll perform, but there won’t be any predefined categories of success and failure. However, rolls are still a predominant factor in determining the final outcome of a fight.