This version is not final. The final version will be after balancing, checking if I forgot anything I originally intended to do, and the maps. Or deciding not to make maps. All of this should take until the end of the week, but knowing myself, it won't start any sooner than in a week and a half.
There will probably also be breaks between completed acts. Assuming we complete at least one, yes.
Oh, I might not finish everything now and just quit in the middle of typing, so don't be surprised by anything for now.
Mechanics:
The map is made of hexagons.
Where there are multiple bonuses for one country, only one applies. That is, if you take an aristocrat from Turan, you will not receive "general Turan" bonuses to attack and defense.
Abbreviations: MM – magical accuracy, MS – magical power, SHKU – critical hit chance, OS – specialization points, OU – skill points.
Ranged combat is calculated differently than usual. The hit chance is a percentage, and there is one roll. Within the effective firing range, the chance is static if there are no skills indicating otherwise. Outside that range, the chance decreases by 10% for each cell.
Excluding unique properties, armor and weapons have five levels of quality: terrible, mediocre, normal, good, excellent. Accordingly, -50%, -25%, 0%, +25%, +50% to characteristics. Unless otherwise specified, you start with normal. You can start with worse if you really want to.
Most shields have a durability limit.
The compatibility of skills and the multiplication of modifiers are indicated in the description, at least they should be.
Elemental magic, nature magic, and arcane magic are not available by default.
Blue is mana, green is range, the letter H is a targeted spell, and it can be dodged (agility check + perception check against MM).
Most religions require more or less strict adherence to a code of conduct. Otherwise, you may lose advanced religious skills for OU, as well as basic bonuses. You can always clarify how permissible a particular action will be.
When taking the blessed weapon skill, the character starts with it and can apply a blessing to any other weapon once per in-game week. Only a follower of the corresponding religion receives the bonuses.
In addition to the obvious stats of hit points, accuracy, etc., a conditional reputation characteristic will be used when calculating eligibility and rewards for some quests. I originally wanted to estimate it "by eye," but if more than half of the players want to make the mechanics transparent and formalized in numbers, we will do so.
It should also be noted that playing as a female character, in addition to changed stats, imposes some restrictions on quests and locations. At the same time, it gives additional opportunities, but you will most likely feel the restrictions more strongly.
I don't think I forgot anything.
Just kidding, I'll probably forget something, wake up tomorrow, and start fixing everything.
You start independently of each other (joint quests are, of course, not prohibited), the time of year is the beginning of March, this is 326 according to the Ardor calendar, 594 according to the Turan calendar, the starting location is Tirren, the largest city in Fendrin.
When generating a character, by default, he has 20 HP, 30 OU, 2 OH. Female characters receive -5 to strength, +2 to endurance.
The base value of all character characteristics is 10.
All rounding is done according to the rules.
Characteristics:
Strength: +5% to melee damage, +1 to strength checks, required to wear weapons, including ranged weapons, and armor. The character can use items whose requirements exceed his characteristic, but receives penalties.
Endurance: +25 HP, +1 to endurance checks.
Agility: +5 to dodge and accuracy in melee combat, +1 to agility checks.
Perception: +2.5% to the chance of dodging a ranged attack, +5% chance to hit in ranged combat, +0.5% to the chance of a critical hit, +1 to perception checks, +2 to magical accuracy.
Intelligence: +1 to initiative, +1% to the chance of a critical hit, +5% to experience gained, +1 to leadership, +2 to magical accuracy, +25 to magical energy.
Will: +1 to will checks, +1 to magical power, +1% resistance to elements and poison, +1 to leadership.
Base speed is 5.
Experience
Experience is awarded for winning battles (the sum of the characteristics of all opponents / 2 / the number of units in the player's squad for each participant), when learning from some teachers, for completing quests, and at the GM's discretion.Experience can be spent on HP – 50 units, OU – 100 units, from teachers.
Types of damage
Physical: slashing, piercing, bludgeoning.
Elemental: fire, water, lightning, cold.
Poison.
Pure.
Free attack
It is performed on an enemy leaving the melee zone, using an item, picking up a weapon, as well as a ranged attacker (except for thrown weapons) or a spellcaster.
Critical hit
Bludgeoning: 150% damage and stun for 1 turn (strength against resistance).
Piercing: 150% damage and ignores 50% of armor.
Slashing: 200% damage.