
You can be hurt, wounded, hurt twice, and after that are dead. Initially, every character has 2-3 health points.
Untrained, Dumb Giant, but he's still a Giant: 1D20 - He is dumb but can smash you good if you're unlucky.įor wounds/health, I have dabbled between two designs. They are just as capable of goofing up entirely getting themselves killed in the first round (1) as they are doing some exceptional feat of strength (12). This would be an extremely strong character with skill, but lacking the experience of someone trained their entire life for combat. Barbarian: 1D12 - Unlike the reliable 3D4, the 1D12 is more wild. They cannot really goof (minimum of 3) and will have a much more consistent medium (less likely to get a 12 than a 1D12). Experienced Knight: 3D4 - 3D4 is like a 1D12, but much much more stable and reliable, to express the experience of the knight. The type of dice will also be determine by these factors. It's a lot like making a PnP Game (which is great!)Ĭombat Dice are not determined exclusively based on Skill, but are given based on the character as a whole. Exhaustion Penalty every other round, instead of every round) or an Endurance value (A Penalty after endurance reaches < 0). but with character traits to ignore or reduce the penalty (ex. Possibly an Accumulating Exhaustion Penalty each round of combat -1, -2, -3, -4, etc. + Armor Bonus + Weapon Modifier (vs Opponent Armor) + Reach Bonus + Other Modifiers (Character Traits, Environmental Bonuses, Exhaustion, Magical Buff/Debuff, Story-driven modifiers, Hope/Depression, etc.). My original combat formula was something along the lines of. So if a character has no experience against monsters, maybe the skill is Unarmored Combat - 2 or something. This skill also might be "defaulted" with a penalty. Monster Combat (fighting non-humanoids, like Dragons, Giants, etc.). Unarmored Combat (or named to something else, like Dueling). I won't go too in-depth here until I flesh out everything in terms of game mechanics, but I am almost certain now I should have a few different combat skills, rather than just having one skill called "Combat". Thanks to a wonderful user on Scholagladitoria's youtube channel, named Maxim, as well as others, I have a lot of my questions answered about armored combat & travel. Factions, Regions, HexMap Types, Character Types (Classes, Races, etc.), Locations. Character Skills, Character Personality. Characters, NPC's, Monsters, Monster Groups, Bosses. Emergence - Medieval High Fantasy Content. Party Management (Manage your Characters in your Party). Inventory Management (Manage your Items, Equipment, Consumeables, etc.).
Polygonal Dice-Based Conflict Resolution.Ink files or Paper Engine Commands (in order) which you can copy/paste into your story. The result of work in The Weaver's Loom outputs. Tools such as Procedural Hexmaps, Scene Management, Character Creation, Emergent Gameplay Editing, and more.
The wishing stone book craft mod#
The Weaver's Loom is the Game Master's mod tools to help set up the Paper Engine components of the game. You can edit the world, use just the artwork, or scrap it all and do your own worldbuilding by example. You can make your own stories in Emergence - a Medieval High Fantasy Post-Apocalyptic world of Knights, Magic, & Horror. Paper is the Gameplay (Hexmap, Scene, Dialogue Choices, Pathfinding, Dice Rolling) which you call in Ink.Įmergence is a world of content which comes with the game. The book you write in to author your stories. To create our game, " Lord Ragnavaldr and the Wishing Stone", we use The Weaver's Loom, a set of Content Creation Tools which we will also release as Mod Tools.