I'm preparing a RP. the thing I most worried about is the rule-set I have created. I am worried that it might be lengthy and might be a bit limiting. Of course I'm also worried that things aren't worded correctly and could lead to miss interpretations.
Trait System: Everyone starts with 20 Trait Points. The player would choose which trait gets a point, each trait must have at least 1 point.
Endurance: How much a character can endure. (Also Stamina)
Speed: How fast a character can go. (top speed) (or how fast a character can go through a movement)
Agility: How quick a character can react.
Power: How powerful a character’s attack is. (Such as the power a Boxer’s punch compared to a weightlifter who has never punched before.)
Strength: How strong a character is. (Muscle strength)
Weapon Skill: How skilled a character is with weapons or tools. (Experience)
Skill System: A system that directly interacts with the trait system. Skills (temporally) add or subtract from (a) trait(s).
- Day will last 500 posts and Night 300 posts (A total of 800 posts)
- The experience (exp) needed to gain a trait point in a specific trait is 10x the amount of trait points already in it. (EX: 10 exp is needed to level up from a speed of 1 to a speed of 2)
- Exp is gained from using a skill successfully.
- Skills can be learned from other PCs
- No auto-hitting / auto-dodging
- Respect other players.
Magic Rules: Magic can only be used through Spell Books. Spell Books count as a form of tool or weapon (depending on the spell). Therefore it requires a Weapon * Skill Trait LV of 6.
- Spell books have spell level, that spell level is relative to the Weapon Skill trait.
- Spell LV 1 books can start to be used at Weapon Skill Trait LV 6.
- Each Spell LV is in increments of 6 Weapon Skill trait LVs.
- The power of the spell is relative to the Power trait.
- Spells can directly interact with the skill system.
- Spells can only be used from Spell Books.
- A Spell Book can be made from a empty book and ink of Aether, a rare material made of pure aether.
- Spells cannot level up, their strength is relative to the character’s Power trait.
- A Spell can be remade and a MK II can be made of the spell. It used a new Spell Book.
- MK II add a new ability, same thing with MK III.
- A Spell can only be remade 3 times.
- If a player wishes to play a wizard, they may start with 3 Spell Books.
Weapon and Armor Rules: Weapons and armor come in a variety of type and strengths. To simplify it the armor will be limited to three, main types. Those types are, Aketon, or Gambeson (Padded Armor), Chainmail (Riveted Mail), and Steel Plate. Weapons will be classified in multiple types, Polearms, Long Blade, Short Blade, Blunt, Range. These types will directly act with the trait system.
Armor: Protective gear, being without one could be a mistake. Despite their trait disadvantages, they are very effective at saving a character’s life. All armors can be worn together, however all their disadvantages are stacked, but the character is much more protected. It’s a trade-off. (Based on the 14th century armor)
Aketon / Gambeson: This padded armor is quite effective against blunt weapons. It’s good at protecting against piercing weapons. It sometimes protects against arrows, depending on how thick it is. Subtract -1 Endurance when wearing the armor.
Chainmail: This chain armor is great against cuts, though they are weak to piercing weapons. It’s quite strong and effective for protection. Subtract -1 Speed.
Steel Plate Armor: Great against cutting weapons and piercing weapons. It almost makes arrows null and void to its strengths. Though it does not provide much protection against blunt weapons. Subtract -1 Strength and Power.
Weapons: Tools of Protection and war, it’s not wise to leave home without it. Weapons are quite useful in the trait system, seeing as they have a trait directly connected to them. For reference, anything the length of the average of an arming sword is classified as a Short Blade.
Long Blade: These weapons are often used by skillful warriors. In the hands of a skilled warrior, they are terrifying weapons. Add +1 Power and +1 Weapon Skill, when in use.
Short Blade: These short blade weapons are agile and fierce. They are popular with rogues and thieves, though that might be a cliche. Short Blades are quite useful with jabs and piercing blows. Add +1 to Agility and 1+ to Speed, when in use.
Polearm: Spears, Halberds, Sparths are some of the popular polearms in the military. They are often found with knights and warriors. Polearms combine the grace of the staff with the brutality of the blade.
Range Weapon: Being quite the open category, range weapons offer the benefit of distance. A skilled marksman can take out his target from a distance and barely risk the danger of close combat. Add +1 Speed and +1 Endurance.
This is the current rule list I have created, if there is anything that could be explained more please tell. I'm also not sure if this is the right topic for this, but well...I hope it is.