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Other System Conversions

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(@greenman)
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I wasnt sure where to put this and thought this could be useful thing.

 

But also cus there is a game that has fun lore and interfering creatures and characters I think could be fun to adapt but dont know so much on how  to do it.

But here are the stats for a pretty average human spearman Levy:

HP: 5 Str: 4 Morale: 3 Magic Resist: 4 armor 0

Initiative in game is based on weapons so this dude spear being 6. Higher value goes first.

Here is an example of an elite unit

Hp: 17  str:6 Morale:7 magic resistance: 6 armor: 3

A goblin:

Hp: 2 str: 3 morale:3 magic Resist:3

High Level Caster:

Hp: 5 str: 4 Morale: 9 magic resist:9

Bear:

Hp: 28 str 7 Morale 5 magic resist 2

Gryphon: 

Hp 106 str 9 Morale 8 magic resist 2

Imp:

Hp: 6 str: 2 morale: 3 magic resist: 6

Demon:

Hp: 50 str: 6 morale: 8 magic resist: 7

Prince of Hell( god tier)

Hp: 107 str: 8 morale 15 magic resist: 12

 

Wanted to give a variety of examples and can provide more if needed



   
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Samadhi
(@jaquin)
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Are you asking on how to do the math to convert this system to J8?  What I would really need for that would be a accuracy/damage calculation.  Or something to tell me what a stat like Morale impacts.  the small numbers suggest that it should be easy to convert, but it would be highly speculate to do so without seeing the existing games calculation first.



   
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(@greenman)
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in this game accuracy is almost guaranteed
there are affects that can make you miss like ethereal creatures non magic is 75% to whiff stuff like that
this is where it gets a little weird

damage is pretty much all determined by dice

spear is 1d4
however a lot of conventional weapons have a what they call an open ended die system
so spearman attacks roles a 1d4, if he rolls a 4 he rolls again. if he rolls a 4 again, he rolls again
so if his rolls are 4, 4,2 he does an attack for 10 damage.
There are some other types of die rolls where the subsequent rolls are reduced by one or something similar but in general thats how it works

then any of the defenders resistances, modifies, and armor take place. so fi something was resistance to piercing, that 10 damage is immediately reduced to 5. if the create is behind cover, or has a shield, depending on the size, it could reduce it further, finally reduce by any armor. 

This is the same with offensive magic and morale in a lot of takes

casting a spell at someone the caster rolls to overcome targets spell resistance
there are 3 levels of spells in this game
1 : 1d5
2" 2d4
3: 2d6
if you roll meet or exceeds resistance they are affected:
these rolls use what the game calls semi open ended:
A semi-open ended die roll of 1d5, with results 5, 5, 5, 4 would
have an actual result of 5 + (4+ 4+ 3) / 2 = 10
so a magic resistance of 12 like the prince of hell would be very difficult for even high mages to overcome

affects that cause someone to run away form battle likewise must be overcome:
spells must first pass magic reistance and the morale check to suceed.
non magic fear, like some monsters, only pass morale checks

like other things they work with the open ended dice, scarier something is the higher die is rolled.

magic affects that charm/ frighten/ affect mind, must pass both MR and morale.

coming back to Strength, it affects affects/ spells that require a strength resistance, Gust of Wind is one in the game i can think of.

I think thats the basic jist of how damage / accuracy is in the game along with what those stats do


This post was modified 10 hours ago by Greenman

   
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(@greenman)
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Topic starter  

something else that is interesting.

buff increase the die not the damage directly

so a spearmen that gets a +2 buff to damage his 1d4 becomes a 1d6, for the duration.
same applies for debuffs as well
-2 to damage will result in a 1d2 roll



   
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(@greenman)
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Topic starter  

Posted by: @greenman

I wasnt sure where to put this and thought this could be useful thing.

 

But also cus there is a game that has fun lore and interfering creatures and characters I think could be fun to adapt but dont know so much on how  to do it.

But here are the stats for a pretty average human spearman Levy:

HP: 5 Str: 4 Morale: 3 Magic Resist: 4 armor 0

Initiative in game is based on weapons so this dude spear being 6. Higher value goes first.

Here is an example of an elite unit

Hp: 17  str:6 Morale:7 magic resistance: 6 armor: 3

A goblin:

Hp: 2 str: 3 morale:3 magic Resist:3

High Level Caster:

Hp: 5 str: 4 Morale: 9 magic resist:9

Bear:

Hp: 28 str 7 Morale 5 magic resist 2

Gryphon: 

Hp 106 str 9 Morale 8 magic resist 2

Imp:

Hp: 6 str: 2 morale: 3 magic resist: 6

Demon:

Hp: 50 str: 6 morale: 8 magic resist: 7

Prince of Hell( god tier)

Hp: 107 str: 8 morale 15 magic resist: 12

 

Wanted to give a variety of examples and can provide more if needed

in these examples, typically, they do account for larger str for larger damage just not calculated directly, for some reason

the gryphon for example has a talon attack that does 1d15 damage, so more base damage, and potential as well

or for large creatures that can use weapons, like a Troll it has an str of 8 
but the game gives it an innate +12 to damage so a 1d4 spear in its hands will be a 1d16. I assume to hand waive like its strong, plus probably using a bigger weapon etc

 



   
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Samadhi
(@jaquin)
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Posts: 298
 

this is workable

a couple examples of the weapon speeds?



   
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(@greenman)
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Topic starter  

1: all casting

2: bow,longbow, dagger, crossbow(takes a turn to reload), natural attacks, Pike,

3: great club, club, shortsword, mace

4: broad sword, sling, great sword

5. Staff, lance

6: spear



   
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