Author Topic: Wounding System  (Read 388 times)

Legacy_Snugglehoof

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Wounding System
« on: August 21, 2014, 04:11:02 pm »


               

Hey boys and gals!


 


 


Some time ago I had an idea for an addition to the combat system make an option available to players of PW for more interresting and lasting conflict roleplay. Now, I am an absolute newbie to scripting. So bellow is the outline of the basic structure of the system. If anyone would be interrested in tackling with with me, that would be awesome. Otherwise, as I get into the actual scripting work I would begin asking questions in this topic as I come across the inevitable noob-related inpasses.


 


Snugglehoof



               
               

               
            

Legacy_Snugglehoof

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Wounding System
« Reply #1 on: August 21, 2014, 04:11:29 pm »


               

PvP and PvM Standard and Advanced Consequences Toggle System


The basic idea is to give players and DMs the option to adjust the PvP and PvM settings for encounters. Players have the option to change the setting once each reset. DMs can override the settings for events if they wish to. If the same type of light wound is inflicted twice, it instead activated the corresponding serious wound.


So the players can choose if they want to play the server in the standard way, or if they might want to spice things up with adding a bit of risk. DMs have the option to toggle the options for players, if they want, to give certain events or plots a bit more risk when the stakes are higher.


You can select one option for which PvM you want to play on, and one option on which PvP mode you want to play on. Here would be the options:


 


 


1.) PvM Mode I - Standard

    - As it is now. Characters do not suffer wounds upon death inflicted by NPCs.

2.) PvM Mode II - Advanced

    - If this option is activated, characters can suffer wounds upon death from NPCs.



 


1.) PvP Mode I - Standard

    - As it is now. Characters do not suffer wounds upon death inflicted by other player characters.

2.) PvP Mode II - Advanced, Limited

    - If this option is acticated, player characters can suffer wounds upon death from other player characters who have this mode activated.

3.) PvP Mode II - Advanced, Complete

    - If this option is activated, characters can suffer wounds upon death from all other player characters. Regardless of what modes their opponent has activated.

               
               

               
            

Legacy_Snugglehoof

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Wounding System
« Reply #2 on: August 21, 2014, 04:12:01 pm »


               

Wounding System:


If a player character is killed in a manner corresponding to his advanced settings, a wound roll is made. A wound is a penalty that the character suffers for a duration of a time, which can stack if characters suffer more than one death.


Light Wounds last for one week unless removed. If three light wounds are already in effect, a serious wound is instead inflicted.


Serious Wounds last for two weeks. They can not be removed. If three serious wounds are already in effect, a character is critically wounded. If the same type of serious wounds are inflicted twice, it instead inflicts a critcal wound. The same occurs if a serious wound is already inflicted (like Severe Head Trauma), and the corresponding light wound is inflicted (Head Trauma).


Critical Wounds last for three weeks. A character suffers -3 to all attributes, -5 to saves, - 5 to skills and -20% to movement speed. If another wound is inflicted, the time refreshes.





 


1. Wounding Table PvM (d100)

>= 0 No Wound

1-80 Light Wound

81-99 Serious Wound

2. Wounding Table PvP (d100)

>= 0 No Wound

1-30 Light Wound

31-90 Serious Wound

91-99 Critical Wound



 


1. Light Wounding Table (d100)

1 - 20 Mildly Impaired Sight and Hearing (-10 to Spot and Listen)

21 - 35 Head Trauma (- 1 intelligence, - 1 wisdom, - 5 concentration)

36 - 50 Broken Arm (- 1 strength, - 1 dexterity, - 1 attack bonus)

51 - 65 Broken Leg (-1 dexterity, - 1 constitution, - 1 armor class, -10% to movement speed)

66 - 80 Broken Rib (-1 constitution, - 5 discipline)

81 -95 Broken Jaw (-1 charisma)

95 - 100 Serious Wound

2. Serious Wound Table (d100)

1 - 5 Light Wound

5 - 20 Severe Head Trauma (-2 intelligence, -2wisdom, -5concentration)

21 - 35 Shattered Arm (-2strength, -2dexterity, -2attack bonus)

36 - 50 Shattered Leg (-2dexterity, -2consitution, -2armor class, -20% to movement speed, -10 to MS and Hide)

51 - 65 Shattered Rib (-2constitution, -5 discipline)

66 - 80 Shattered Jaw (-2charisma)

80 - 95 Impaired Sight and Hearing (-20 to Spot and Listen)

95 - 100 Critical Wound

 



               
               

               
            

Legacy_Snugglehoof

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Wounding System
« Reply #3 on: August 21, 2014, 04:13:09 pm »


               


 


Healing System, Introduction:

The Healing aspect of the wound system has been expanded and revised to support medical oriented characters and support roleplay to a greater degree.


The wounds, including light wounds, are now harder to remove if completly untrained. But at the same time all wounds (light, serious and critical) are much easier to remove through healing focused characters when regularly attempting to do so.


This should both make healing focused characters more important both to raise dead characters to avoid wounds and to heal already wounded characters, as well as encourage healing focused roleplay.


As a small incentive to conduct such rp at the medical facilities of the server, these grant a small bonus in the attempt to remove wounds.


The exact numbers and type of wounds will certainly require adjusting, only to be considered a guideline at this moment that I scaled by gut feeling. So take those with a grain of salt. They can be balanced independendly, and fleshed out to become more sensible.



Healing System, Avoiding Wounds:

Healing Spells:



 


- 2 modifier on wound rolls when casting Raise Dead, for every 10 levels of cleric

- 4 modifier on wound rolls when casting Ressurection, for every 10 levels of cleric



Healing Domain: (Server Specific!)


 


- 1 on wound rolls when casting Raise Dead, for every 10 levels of cleric.

- 2 on wound rolls when casting Ressurection, for every 10 levels of cleric.
(Note: Deities with Healing Domain are Berronar Truesilver, Ilmater, Lurue, Luthic, Salandra, Sharindlar, Torm)




Healing Skill:



 


- 1 on wound rolls when casting Raise Dead or Ressurection, for every 3 ranks

- 3 on wound rolls when casting Raise Dead or Ressurection, for Skill Focus: Heal

- 5 on wound rolls when casting Raise Dead or Ressurection, for Epic Skill Focus: Heal
(Note: Only Skill Ranks, Feat: Skill Focus,and Feat: Epic Skill Focus count)



Maximum Total for Clerics:



 


Total possible for Raise Dead: -28 total on wound roll

Total possible for Ressurection: -41 total on wound roll



Maximum Total for Non-clerics:



 


Total possible for Raise Dead: -19 total on wound roll

Total possible for Ressurection: -19 total on wound roll





Healing System, Removing Wounds:

Every 24 hours it can be attempted to remove one wound. Light wounds are cured first, followed by Serious Wounds and then Critical Wounds. Light wounds have a 50% chance of being cured, serious wounds a -20% chance, and critical wounds a -40% chance.

Non-Clerics:



 


Cure Light Wounds: +0% chance

Cure Moderate Wounds: +1% chance

Cure Serious Wounds and Lesser Restoration: +2% chance

Cure Critical Wounds and Restoration: +4% chance

Heal and Mass Heal: +8% chance

Greater Restoration: +10% chance

+ 1% chance for every 3 ranks of Heal

+ 3% chance for Skill Focus: Heal

+ 6% chance for Epic Skill Focus: Heal

+ 2% chance in areas flagged as 'Lesser Medical Facility'

+ 4% chance in areas flagged as 'Greater Medical Facility'
(Note: Maximum Total + 34% chance)



Clerics and Druids:



 


Cure Light Wounds: +0% chance

Cure Moderate Wounds: +1% chance for every 10 levels of cleric/druid

Cure Serious Wounds and Lesser Restoration: +2% chance for every 10 levels of cleric/druid

Cure Critical Wounds and Restoration: +4% chance for every 10 levels of cleric/druid

Heal and Mass Heal: +8% chance for every ten levels of cleric/druid

Greater Restoration: +10% chance for every ten levels of cleric

+ 1% chance for every 3 ranks of Heal

+ 3% chance for Skill Focus: Heal

+ 6% chance for Epic Skill Focus: Heal

+ 2% chance for Healing Domain, for every 10 levels of cleric (Server Specific!)

+ 2% chance in areas flagged as 'Lesser Medical Facility'

+ 4% chance in areas flagged as 'Greater Medical Facility'
(Note: Maximum Total + 60% chance)




 


Inflicting Wounds Via Rest Menu

Via the rest menu, you will also be able to select exactly what additional wounds in the three categories you would want your character to carry. Once applied, they can only be removed via the healing system or by recovery time.