Proficiency

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Proficiency is the degree of skill or expertise and experience in any activity that is used to define a character’s training or success rate while performing a certain action in-roleplay. Proficiency is used on MassiveCraft to fairly distribute points on a character in a way that limits overpowered character design, but still allows creative mix-matching of various skills to create unique characters. Proficiency is a mandatory part of a character application, with Proficiency points being unable to be declared without an approved application; due to this, and the numerical factors involved, Proficiencies may seem daunting and confusing, but are a simple concept once understood. This page will, as such, go into great detail to explain the Proficiency System, and how to optimally use it to enhance your own and other roleplayer's experience on the server.

Proficiency Basics

Proficiency on MassiveCraft is a Dungeons & Dragons inspired point-allocation system where characters are skilled based on the amount of years they have spent training/working on something in their backstory. The Proficiency system is very simple, every character starts with 5 points at age 0, and then gains 1 point per 1 year of aging. For example, a 17 year old has 5+17=22 Proficiency Points. This is consistent across all races, genders and character types. Then, this point accumulation stops when 60 points have been reached. This means that if a character is 49 years old, they have 5+49=54 Proficiency points to invest, but if they are 62 years old, they still only have 60. This again is consistent across all genders, character types and races, though Altalar gain a special Proficiency buff which can be found on their racial page. You can assign your Proficiency Points on your sheet in whatever order you like, but you should try to be orderly about it. For example, a lot of players use the following format below, which should be added to your Character Application under the Skills section. Keep in mind, every Proficiency is by default limited to a maximum investment of 20 points in total, for every Proficiency (except for Ritualism, which have their own progression). However, each race (and Ailor culture) have limits that are higher than other races/cultures. You can read more about the increased limits further below. Keep in mind, Proficiency points are a measure of technique and skill in training, not in actual capacity. For example, an Ailor with 10 Blades Combat Skill could still outmatch an Altalar with 15 Blades Combat Skill, depending on the scenario and other factors, like Physical Stat. These are explained further below.

Proficiency Points (27+5=32 total, character is 27 years old)

  • 15 Blades Combat Skill
  • 5 Bodycare Training
  • 2 Metallurgy Arts
  • 5 Squad Tactic Skill
  • 5 Perception Training

Proficiency Categories

All Proficiencies that exist are divided into categories. These categories have no actual function, it just makes presenting them easier, as well as making all the skills easier to read. You can click on the category names to be redirected to a page that contains more in-depth information what each individual Proficiency means, and what it can do in roleplay.

Category (Click link for more Details) Proficiencies
Combat Proficiency Category Unarmed Combat Skill, Light Bow Combat Skill, Blunt Combat Skill, Shielding Combat Skill, Pole Combat Skill, Extra Heavy Combat Skill, Stave Combat Skill, Heavy Bow Combat Skill, Throwing Combat Skill, Fast Blade Combat Skill, Thin Blade Combat Skill, Blades Combat Skill, Axes Combat Skill, Cavalry Combat Skilll, Lashing Combat Skill, Eastern Martial Combat Skill, Puretek Combat Skill
Tactical Proficiency Category Squad Tactic Skill, Command Tactic Skill, General Tactic Skill, Marine Tactic Skill, Captain Tactic Skill, Admiral Tactic Skill
Criminal Proficiency Category Dextrous Rogue Skill, Stealth Rogue Skill, Burgling Rogue Skill, Conning Rogue Skill
Study Proficiency Category Legal Case Skill, Financial Case Skill, Diplomatic Case Skill
Knowledge Proficiency Category Sailing Knowledge, Hunting Knowledge, Magical Knowledge, Society Knowledge, Historical Knowledge, Linguistic Knowledge
Science Proficiency Category Medical Sciences, Alchemy Sciences, Natura Care Sciences, Anima Care Sciences, Food & Drink Sciences
Arts Proficiency Category Musical Arts, Visual Arts, Threads Arts, Literary Arts, Theatre Arts, Metallurgy Arts, Finecraft Arts
Body Proficiency Category Athletic Training, Bodycare Training, Perception Training
Special Race Proficiency Category Altalar Forging Skill, Void Ritualism Skill, Unionist Sanktism Skill, Unionist Rettism Skill, Lightgiver Ritualism Skill, Calhad Ritualism Skill, Pagan Ritualism Skill, Dragon Ritualism Skill

Proficiency Limits

Each race and culture has a specific background or society that encourages specific types of skills, or foster specific types of skills that allow them to be excellent in comparison to others. As such, each race has a set of increased limits (and in some cases, free Physical Stat points), which allows them to invest more points than others. For example, a Qadir has an increased limit of Finecraft Arts to 25, where-as Al-Allar cannot invest more points than 20. This basically means that without point investments, both races are equal, but when all points are invested, these races and cultures can simply be better than others at certain things. First follows a list of all limits for all the Races aside from Ailor, who have their limitations increased based on their cultures, which can be found further below.

Races Increased Cap
All Sihai Dynasties
  • Increased Limit of Eastern Martial Skill to 25
  • Increased Limit of Food & Drink Sciences to 25
  • Increased Limit of Athletic Training to 25
Qadir
  • Increased Limit of Finecraft Arts to 25
  • Increased Limit of Threads Arts to 25
  • Increased Limit of Conning Rogue Skill to 25
Songaskia
  • Increased Limit of Bodycare Training to 25
  • Increased Limit of Historical Knowledge to 25
  • Increased Limit of Pole Combat Skill to 25
Dwarf
  • Increased Limit of Metallurgy Arts to 25
  • Increased Limit of Extra Heavy Combat Skill to 25
  • Increased Limit of Finecraft Arts to 25
Altalar
  • Increased Limit of a single self-chosen Proficiency to 30 (except Rogue skills which cap at 25)
Avanthar
  • Increased Limit of Axes Combat Skill to 25
  • Increased Limit of Cavalry Combat Skill to 25
  • Increased Limit of Light Bow Combat Skill to 25
Sihndar
  • Increased Limit of Blades Combat Skill to 25
  • Increased Limit of Magical Knowledge to 25
  • Increased Limit of Athletic Training to 25
Cielothar
  • Increased Limit of Anima Care Sciences to 25
  • Increased Limit of Natura Care Sciences to 25
  • Increased Limit of Medical Sciences to 25
Isldar
  • Increased Limit of Musical Arts to 25
  • Increased Limit of Heavy Bow Combat Skill to 25
  • Increased Limit of Historical Knowledge to 25
Kathar
  • Increased Limit of Fast Blade Combat Skill to 25
  • Increased Limit of Magical Knowledge to 25
  • Increased Limit of Athletic Training to 25
Yanar
  • Increased Limit of Natura Care Sciences to 25
  • Increased Limit of Visual Arts to 25
  • Increased Limit of Stave Combat Skill to 25
Manathar
  • Manathar inherit their limits from pre-Manathar Race
Maraya
  • Increased Limit of Athletic Training to 25
  • Increased Limit of Historical Knowledge to 25
  • Increased Limit of Lashing Combat Skill to 25
Cro-Allar
  • Increased Limit of General Tactic Skill to 25
  • Increased Limit of Command Tactic Skill to 25
Sa-Allar
  • Increased Limit of Anima Care Sciences to 25
  • Increased Limit of Unarmed Combat Skill to 25
  • Sa-Allar gain +10 Physical Stat (used to calculate into Body Shape)
Al-Allar
  • Increased Limit of Alchemy Sciences to 25
  • Increased Limit of Medical Sciences to 25
  • Increased Limit of Bodycare Training to 25
Zu-Allar
  • Increased Limit of Historical Knowledge to 25
  • Increased Limit of Unarmed combat Skill to 25
  • Increased Limit of Diplomatic Case Skill to 25
Es-Allar
  • Increased Limit of Magical Knowledge to 30
  • Increased Limit of Historical Knowledge to 25
Mu-Allar
  • Increased Limit of Fast Blades Combat Skill to 25
  • Increased Limit of Athletic Training to 25
  • Increased Limit of Dextrous Rogue Skill to 25
Keel-Allar
  • Increased Limit of Dextrous Rogue Skill to 25
  • Increased Limit of Athletic Training to 25
  • Increased Limit of Perception Training to 25
Kaam-Allar
  • Increased Limit of Dextrous Rogue Skill to 25
  • Increased Limit of Stealth Rogue Skill to 25
  • Increased Limit of Burgling Rogue Skill to 25
Url
  • Url lose the Proficiency limits of their pre-Url state
  • Url may re-assign their Proficiency points after Symbiosis
  • Increased Limit of Hunting Knowledge to 30
  • Increased Limit of Unarmed Combat Skill to 25
  • Url gain +30 Physical Stat (used to calculate into Body Shape)
Slizzar
  • Increased Limit of Diplomatic Case Skill to 25
  • Increased Limit of Perception Training to 25
  • Increased Limit of Conning Rogue Skill to 25
Orc
  • Increased Limit of Unarmed Combat to 25
  • Increased Limit of Metallurgy Arts to 25
  • Orc gain +30 Physical Stat (used to calculate into Body Shape)
Varran
  • Increased Limit of Athletic Training to 25
  • Increased Limit of Stealth Rogue Skill to 25
  • Varran gain +10 Physical Stat (used to calculate into Body Shape)
Half Races
  • Half Ailor if raised in an Ailor culture, derives its limits from the Ailor Culture
  • Half Altalar will always inherit the limits from the non-Altalar parent
  • Other Half races get to choose 2 limits from one parent, and 1 from another
  • If one of the parent's limits is a Physical Stat boost, you can choose to take half this boost instead of a limit increase
Ailor Culture Increased Cap
Heartland Ceardian
  • Increased Limit of Admiral Tactic Skill to 25
  • Increased Limit of Threads Arts to 25
  • Increased Limit of Sailing Knowledge to 25
Highland Ceardian
  • Increased Limit of Unarmed Combat Skill to 25
  • Increased Limit of Hunting Knowledge to 25
  • Increased Limit of Extra Heavy Combat Skill to 25
Anglian
  • Increased Limit of Heavy Bow Combat Skill to 25
  • Increased Limit of Anima Care Sciences to 25
  • Increased Limit of Natura Care Sciences to 25
Ériunin
  • Increased Limit of Sailing Knowledge to 25
  • Increased Limit of Linguistic Knowledge to 25
  • Increased Limit of Historical Knowledge to 25
Velheimer
  • Increased Limit of Axes Combat Skill to 25
  • Increased Limit of Hunting Knowledge to 25
  • Increased Limit of Blunt Combat Skill to 25
Höglander
  • Increased Limit of Diplomatic Case Skill to 25
  • Increased Limit of Cavalry Combat Skill to 25
  • Increased Limit of Thin Blades Combat Skill to 25
Fridurfolk
  • Increased Limit of Light Bow Combat Skill to 25
  • Increased Limit of Anima Care Sciences to 25
  • Increased Limit of Natura Care Sciences to 25
Tarkkin
  • Increased Limit of Natura Care Sciences to 25
  • Increased Limit of Cavalry Combat Skill to 25
  • Increased Limit of Athletic Training to 25
Zvorun
  • Increased Limit of Cavalry Combat Skill to 25
  • Increased Limit of Pole Combat Skill to 25
  • Increased Limit of Food & Drink Sciences to 25
Colonial
  • Increased Limit of Society Knowledge to 25
  • Increased Limit of Perception Training to 25
  • Increased Limit of Visual Arts to 25
Ithanian
  • Increased Limit of Bodycare Training to 25
  • Increased Limit of Musical Arts to 25
  • Increased Limit of Diplomacy Case Skill to 25
Tolonne
  • Increased Limit of Literary Arts to 25
  • Increased Limit of Musical Arts to 25
  • Increased Limit of Legal Case Skill to 25
Bragacao
  • Increased Limit of Finecraft Arts to 25
  • Increased Limit of Sailing Knowledge to 25
  • Increased Limit of Financial Case Skill to 25
New Regalian
  • Increased Limit of Thin Combat Blade Skill to 25
  • Increased Limit of General Tactic Skill to 25
  • Increased Limit of Command Tactic Skill to 25
Calderliga
  • Increased Limit of Financial Case Skill to 25
  • Increased Limit of Legal Case Skill to 25
  • Increased Limit of Captain Tactic Skill to 25
Genevaud
  • Increased Limit of Stave Combat Skill to 25
  • Increased Limit of Anima Care Sciences to 25
  • Increased Limit of Command Tactic Skill to 25
Leutz-Vixe
  • Increased Limit of Threads Arts to 25
  • Increased Limit of Blades Combat SKill to 25
  • Increased Limit of Squad Tactic Skill to 25
Dressolini
  • Increased Limit of Musical Arts to 25
  • Increased Limit of Commanding Tactical Skill to 25
  • Increased Limit of Theatre Arts to 25
Daendroque
  • Increased Limit of Burgling Rogue Skill to 25
  • Increased Limit of Stealth Rogue Skill to 25
  • Increased Limit of Dextrous Rogue Skill to 25
Jendaskea
  • Increased Limit of Lashing Combat Skill to 25
  • Increased Limit of Light Bow Combat Skill to 25
  • Increased Limit of Natura Care Science to 25
Qússrakón
  • Increased Limit of Cavalry Combat Skill to 25
  • Increased Limit of Unarmed Combat Skill to 25
  • Increased Limit of Medical Sciences to 25
Etosian
  • Increased Limit of Pole Combat Skill to 25
  • Increased Limit of Magical Knowledge to 25
  • Increased Limit of Society Knowledge to 25
Vladno
  • Increased Limit of Metallurgy Arts to 25
  • Increased Limit of Blunt Combat Skill to 25
  • Increased Limit of Musical Arts to 25
Ohrneti
  • Increased Limit of Society Knowledge to 25
  • Increased Limit of Hunting Knowledge to 25
  • Increased Limit of Visual Arts to 25
Byala
  • Increased Limit of Magical Knowledge to 25
  • Increased Limit of Finecraft Arts to 25
  • Increased Limit of Theatre Arts to 25
Breizh
  • Increased Limit of Blades Combat Skill to 25
  • Increased Limit of Command Tactic Skill to 25
  • Increased Limit of Metallurgy Arts to 25
Szabadok
  • Increased Limit of Cavalry Combat Skill to 25
  • Increased Limit of Light Bow Combat Skill to 25
  • Increased Limit of Dextrous Rogue Skill to 25
Güneyliler
  • Increased Limit of Command Tactic Skill to 25
  • Increased Limit of Squad Tactic Skill to 25
  • Increased Limit of Visual Arts to 25
Mevoriim
  • Increased Limit of Society Knowledge to 25
  • Increased Limit of Diplomacy Case Skill to 25
  • Increased Limit of Bodycare Training to 25
Hadrav'yan
  • Increased Limit of Blades Combat Skill to 25
  • Increased Limit of Linguistic Knowledge to 25
  • Increased Limit of Shielding Combat Skill to 25
Imperial
  • The Imperial Culture inherits the Limits from any chosen Culture

Physical Stat

Physical Stat is another number (different from the Proficiency number) that dictates how strong your character is, as well as what Body Shape they have. In order to figure these out, you have to calculate the Physical Stat first. Physical Stat is calculated from the assigned Proficiency Points, so you should finish your Proficiency Points first before beginning on Physical Stat.

Proficiency Name Calculation Factor Reason
Athletic Training Take the amount of points invested in Athletic Training, and double them Athletic training is all about building strength and stamina
Extra Heavy Combat Skill Take the amount of points invested in Extra Heavy Combat Skill, and double them Extra Heavy Weapons are like their name implies, very heavy to lift
Heavy Bow Combat Skill Take the amount of points invested in Heavy Bow Combat Skill, and double them Extra Heavy Bow training includes weight lifting a lot
Unarmed Combat Skill Take the amount of points invested in Unarmed Combat Skill, and double them Unarmed relies solely on the physical output of the person, so strength is needed
Metallurgy Arts Take the total amount of points invested in Metallurgy Arts and add them 1 to 1 Smithing and forging are physically intensive activities
Sailing Knowledge Take the total amount of points invested in Sailing Knowledge and add them 1 to 1 Sailing is a physically intensive activity, especially with rigging
All other Combat Proficiency Skills Take all Combat Proficiency Skills (if you have multiple) and summarize them, then add them 1 to 1 All Combat Proficiencies require some form of physical excersize
Hunting Knowledge Take the total amount of points invested in Hunting Knowledge and add them 1 to 1 Hunting is a physically intensive activity, especially with carrying, arranging and creating traps
Bodycare Training Take the amount of points invested in Bodycare Training, then half them Bodycare is all about physical well being, and proper excersize is part of that
Theatre Arts Take the amount of points invested in Theatre Arts, then half them Theatre Arts includes dancing and stage performance, which are physical

If you have any Proficiencies on your sheet outlined below, follow the rules as outlined, and then add all numbers up together in some sum. This total sum is your Physical Stat. The Physical Stat isn't your final number however, since some races are hard-capped at a specific limit of Physical Stat. Even if after your calculations you reached above this number, you still have to pull it down to the limit. Inversely, some races have a minimum Physical Stat, and if your calculations reach below that, you have to pull the number up to the minimum. The limits are defined below.

Physical Stat Limits

Race Physical Stat Cap
Ailor 60
Sihai 45 for War Dynasty, 30 for New Dynasty, and 25 for all others.
Dwarf 50
Qadir, Mu-Allar 50
Songaskia, Zu-Allar 60
Cielothar, Slizzar 30
Altalar, Isldar 40
Avanthar, Sihndar, Kathar, Varran, Maraya, Apostle Manathar 50
Al-Allar, Cardinal Manathar 35
Es-Allar, Keel-Allar, Kaam-Allar, Lector Manathar 20
Cro-Allar, Url, Sa-Allar 75
Orc 90
Yanar 40 (does not affect Body Shape, which is aesthetic gained from Ovalation)
Half Races Take the cap of both parents, add them together, and divide by 2. That is your Half-Race Cap.

Physical Stat & Body Shape & Body Fat Rules

Physical Shape is dictated by your maximum Physical Stat (after reducing/increasing it to the Maximum/Minimum where applicable). You may choose any Body Shape as long as it's within the range of your Physical Stat. For example, if your Physical Stat is 60, you don't have to be Musclegod, you can choose to have your character be Strongman or even Ripped, if you want to, this is a purely aesthetic choice. The aesthetic choice has no impact on gameplay or even roll systems, since they take Physical Stat into account, not Body Shape. Body Fat furthermore (which is outlined below the Body Shape types) is entirely 100% player choice. There are no calculations or systems in place to dictate the Body Fat of your character. Finally, for both Body Shape and Body Fat, there exist limitations (limited by the genes of the races). You have freedom of choice within these minimums and maximums, listed at the bottom.

Body Shape Types

  • 50 Stat = Musclegod Body Shape, where one has such muscular development and body frame size that it becomes intimidating in and of itself.
  • 40 Stat = Strongman Body Shape, where one has large muscular definition and large physical development, which is largely bulk muscle.
  • 30 Stat = Muscular Body Shape, where one has large muscular definition and large physical development, though mostly lean muscle.
  • 20 Stat = Ripped Body Shape, where one has strong muscular definition and a well developed physique.
  • 10 Stat = Athletic Body Shape, where one has muscular definition and shape, but remains more slim.
  • 5 Stat = Toned Body Shape, where one has some muscular definition, but is barely shows.
  • 0 Stat = Average Body Shape, meaning having functional muscle, but without definition.
  • 0 Stat = Slim Body Shape, meaning very small and slender musculature, good for thin characters.

Body Fat Types

  • Extreme Low Fat (recommended for Ripped), where below-skin tissue is more easily visible.
  • Low Body Fat, which is below average body fat for a person.
  • Average Body Fat, which is as implied, average.
  • Moderate Body Fat, which allows for some fat build up for example with curves or chub.
  • Built Body Fat (recommended for Strongman), which allows for fat to be built around muscle tissue.
  • Obese Body Fat, which is purely just overweight, where all muscular definition is gone.

Body Shape & Body Fat Limits

Race Minimum Body Shape Maximum Body Shape Minimum Body Fat Maximum Body Fat
Ailor, Qadir, Songaskia, Half-Human, Sihai, Dwarf, Mu-Allar Slim Strongman Extreme low Obese
Cielothar Slim Athletic Extreme Low Obese
Fin'ullen Altalar Slim Muscular Extreme Low Obese
Avanthar, Sihndar, Kathar, Half-Elf Average Strongman Low Obese
Maraya, Apostle Manathar (See special rules on page) Slim Strongman Extreme Low Obese
Al-Allar, Zu-Allar, Cardinal Manathar, Isldar, Altalar (all except Fin'ullen) Slim Ripped Extreme Low Obese
Es-Allar, Keel-Allar, Kaam-Allar, Lector Manathar Slim Average Extreme Low Obese
Cro-Allar, Sa-Allar, Orc, Url Average Musclegod Low Obese
Varran, Half-Varran, Half-Orc Slim Strongman Low Obese
  • Note: Yanar are completely immune to all Physical Stat calculations. Yanar can Ovalate, which means they absorb the Body Shape of another person, and as such are not attached to any individual Statistic.
  • Note: Slizzar are completely immune to all Physical Stat calculations, IF they are in a form that is not their Natural one. A Slizzar naturally has an Athletic Body Shape, but a Slizzar can become whatever they want to be in Body Shape & Fat Stats.

Maximum Racial/Culture Heights

Each Race and Culture has a maximum, minimum and average height. Players are able to define any height for their character within these acceptable ranges, with recommendations at the Averages, but variance being allowed based on character aesthetics or design choices. Generally speaking, the minimum is not super strictly enforced, but the upper maximum of Character Height is. It is also never recommended to emote your character's height unless it is comparatively necessary for other players to take your character's height into consideration with their own emotes. Doing so excessively is seen as a form of god-roleplay. The exact numbers are defined in the table below.

Race/Culture Minimum Height Maximum Height Height Average
Regal Cultures Ailor 5'1 6'2 6'0
Heartland Cultures Ailor 5'1 6'6 5'10
Fineclass Cultures Ailor 5'1 6'0 5'8
Warmland Cultures Ailor 5'1 6'0 5'7
Northland Cultures Ailor, Songaskia 5'1 6'6 6'2
Wildland Cultures Ailor, Qadir 5'1 6'2 5'8
Farland Cultures Ailor 5'1 6'0 5'8
Dwarf 4'5 4'11 4'9
Sihai 5'0 6'3 5'6
Altalar, Avanthar, Isldar, Kathar 5'8 6'10 6'2
Cielothar, Sihndar, Maraya 5'5 6'2 6'0
Yanar, Slizzar Based on Template (5'0) Based on Template (6'0) Based on Template (5,5)
Varran 5'2 6'8 (Except Koorran at 4'0) 5'8
Cro-Allar 6'5 8'0 7'0
Orc 5'5 7'0 6'2
Url 6'5 7'0 6'6
Manathar Height from previous race Height from previous race Height from previous race

Factoring Character Age

With every Proficiency System and Character Design, there comes the matter of Player Age and its effect on in-game Roleplay. Character Age can drastically alter the way your character's Proficiencies are used in-game. For example, a character may have 25 points in Blades Combat Skill, but if they are Ailor and 75 years old, then their physical capacity to portray these techniques and maneuvers taught to them effectively is much less. Older characters of all races should consider in emote the portayal of the wear and tear on their bodies, taking time to rest and react with less constitution when appropriate. Even older elves have seen enough toil to require more rest and upkeep. Running also effects older characters no matter their athletics page, as younger characters will more regurarly be able to outrun an older, more worn down character. As such, it is again important to stress that we do not encourage the flat D20+Proficiency rolling system, as this severely undercuts the nuance of character age. Proficiency is not actual capacity to win, it's a summary of technique and skill and knowledge, that still needs Physical Stat to derive it's relevance, and then be moderated by the character age in terms of what is possible.

Virtuoso Permission

On the Forums, a Virtuoso Permission can be applied for, which is a Special Permission for those who have a "sagely" or "mentorly" approach to their proficiency, and have a great deal of passion for expressing said proficiency in Roleplay. There are special rules attached to the Virtuoso Permission. Firstly, a character with a Virtuoso skill must be at least 35 years old. Secondly, the character must have already invested up to the maximum they are capable in that particular skill. So for example, if a character is approved for Theatre Arts Virtuoso, the player must first invest points up to 20 (or 25 if they have a cultural/racial cap increase, or 25 if they are Altalar). After this, Virtuoso gives free points to increase that number to 30 (regardless if the Character is already an Altalar and already has these points set to 30). Essentially, for Altalar, the Virtuoso Special Permission just gives them 5 free Proficiency points to invest, while for all other races it pulls their best Proficiency up to a level that only Altalar could ever hope to reach. These Permissions are not handed out without good Permission argumentation, and only one Virtuoso per Proficiency may exist (not including Staff Permissions used for Event Characters).

Recommended Combat Roleplay Rolls

We have a Recommended Combat Roleplay Rolls system, but it is important to remember that all players are free to decide what type of rolling system they want to use, or if they prefer free form role play. That being said, we strongly discourage the use of d20+Proficiency as a rolling system, as we believe this is a system that lends itself to god-rp and cheap skill-shots through easily available canon approved numbers. A more complex rolling system that factors in racial benefits is always preferred, and it goes somewhat like this:

  • There exists an offensive roll, and a defensive roll. You use an offensive roll if you have the initiative, and use a defensive roll if you are reacting to initiative.
  • Initiative in this system is dictated by whoever attacks first (you can choose to throw a dice to decide who can attack first). This person starts with initiative.
  • Each time the offensive roll loses to a defensive roll, the player winning the defensive roll gains initiative during the next rolling.
  • Combat Roleplay with this system is won when 3 offensive rolls are won consecutively (or 1 defensive and 2 offensive rolls consecutively).
  • This system should allow for combat roleplay to last roughly between 5 and 15 minutes, and take respect for character design without overpowering it to ensure victory.

To establish the offensive roll and defensive roll, some numbers need to be known, so an Approved Character Application on the Forums is absolutely necessary to ensure fairness with the numbers. The process for offensive rolls is pretty simple. You start with the number 10, which is your base. Then you add Physical Stat divided by 5 on top of that. Then you add the currently used Combat Proficiency divided by 5 on top of that. That is your offensive roll. For example, if your character has a Physical stat of 30 (30/5=6) and Axes Combat Skill 20 (20/5=4), then your offensive roll becomes 10+6+4= 20. This means you roll /dice 1 20 when you have the initiative. To calculate the defensive roll, you again take 10 as your base. Then you add Athletic Training (if your Character has any) divided by 3 on top of that. Then you add your Shielding Combat Skill (if your Character has any, and is currently using a shield) divided by 3 on top of that. Then you add the Proficiency your enemy is using, if your character has that same proficiency, divided by 5 on top of that. For example, if your character is fighting the offensive roll example explained above, and they have 12 in Shielding (12/3=4) and 6 in Athletics (6/3=2) while they also have 10 in Axes Combat Skill (10/5=2), the defensive roll becomes 10+4+2+2= 18. Sometimes, because of uneven numbers or because the Proficiencies aren't perfectly dividable by these numbers, you may end up with a number like 16.40, in which case, you are to round up or down depending on the nearest decimal. For example, 14.51 will round up to 15, while 14.49 will round down to 14. This system is not perfect, and will likely be tinkered with in the future, but the aim is to generate numbers in combat rolls that aren't wildly different for those who consider themselves warriors, while also rewarding those who invest point in Athletic and Shielding to either dodge or deflect attacks. Remember that this system does not take age into consideration, which is something the players should consider OOC. An Ailor that is 90 years old should not fairly make use of the rolling system, since that always assumes the characters are in their prime, and opt for free form role play instead.


Accreditation
Writers MonMarty
Processors Scribbe, WaterDruppel, HydraLana
Last Editor Carlit0o on 11/10/2019.

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