Micro #21
08 июля 1999 |
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AD & D - The value of ability.
The value of skills Six faculties of the hero is described below. In Each description is written for what is this ability. Specific game effects as listed below. At the end of each description abilities are all modifiers and gaming information on the value of capacity. Area of the sign to the sign'+++++''****' contains the values that the hero A player might have from the beginning (of the nature), without any magical devices, or divine spells intervention. Follow the signs'****' and to sign'+++++' value the ability can be obtained only by extraordinary means, for example due to the large luck (finding a magical book, which raises the value) or bad luck (Attacked by the establishment, which reduces the value). Power Strength (Str) denotes the muscles of the hero, endurance and stamina. This ability is a basic requirement for soldiers, because they must be well trained physically for wearing armor and Treatment with heavy weapons. A soldier with the value of the Force 16 or more receive a 10-and percent bonus to experience points, which he earns. Also, any soldier with the Power 18 has the right to throw percentage of bone (see Glossary in previous Micro) to determine the exceptional strength; exceptional power increases chances of a hero when you hit the enemy (hit, not hit), increases the damage that it deals with every stroke, increases weight, which the hero can wear without penalty because of luggage (see below) and increases the ability of the hero to open doors and similar portals. The balance of forces consists of descriptions explain the meaning of columns in Table 1. Pay attention to the table when reading. Value adjustment of the probability of impact added to or subtracted from 6roska attacks (strikes 1D20 - 20 Tigran bone) in the battle. Bonus (positive number) makes the opponent more vulnerable (easily hit); penalty (negative number) makes it safer from your punches. Value adjustment of damages as impact on the fight. The number of tables is added to or subtracted from the dice for determine poverezhdeniya from attack (even if you subtract a penalty turned a number less than or equal to 0, then all damage is assumed to be equal to 1 point). Such as short sword normally deals 1d6 points of damage (ie from 1 to 6). An attacker with the Power of 17 gets one extra point damage, ie Now the hero can inflict damage from 2 up to 7 points. Adjusting the damage also affects ranged weapons. But Luke must be made in a special way to receive the bonus, and damage caused by a crossbow does not depend on the strength of their owner. Allowable weight is the weight (in pounds), which character can carry without getting tired (fatigue affects the rate of movement of the hero). This weight is measured in pounds. The hero, carrying the weight in the table may still move at full speed. Maximum pressure - the weight that the hero can lift over your head. The hero can do in this situation only a few steps. No man or humanoid can not live without exceptional strength (over 18) lift weights two times greater than its weight over your head. In 1987, the world record in the weight lifting one jerk was 465 lbs. Hero-warrior with the power of 18/00 (see Table 1) can raise the same manner weight 480 pounds and in addition may be long enough to keep him. Open Doors shows the hero the chance to open the heavy, or A stuck door. When a man tries to crack the door, then throws 1d20. If the result is less than or equal to the number given in the table, the doors open. The hero may attempt to open the door as long as he does not open, but each attempt takes time (how much defines DM) and produces a lot of noise. Numbers in parentheses are the chances (on 1d20) to open the locked, barricaded or magically sealed door. But can be made only one attempt at each door. If this attempt fails, then all of the following also fails. Bend bars / Raise the bars shows percent chance of a hero (the percentage discarded bone) that he can bend the normal soft-iron bars, pick up vertical bars (like castles) or to do something like that. When the hero makes an attempt, then throws percentage bone. If the number on the dice is less than or equal than the number given in Table 1, the hero sginaet bars or up lattice. If the attempt fails, then the hero will never be able to perform this task. True Hero can try to bend the bars on the grid, he could not raise or vice versa. Table 1: Power AP - The value of capacity Uzbekistan - Adjusting the likelihood of an attack (hitting) RP - Damage Control LW - Acceptable weight MD - Maximum pressure OD - Open Doors PO / PR - Bend bars / Raise the grill N - normal, ie nothing added and nothing is subtracted PO RU RP DE MD OD PO / PR 1 -5 -4 1 3 1 0% 2 -3 -2 1 5 1 0% +++++ 3 -3 -1 5 10 2 0% 4-5 -2 -1 10 25 3 0% 07.06 N 20 55 -1 4 0% 8.9 N N 35 90 5 1% 11.10 N N 40115 February 6% 12-13 N N 45140 July 4% 14-15 N N 55 170 8 7% 16 N +1 70 195 9 10% 17 +1 +1 85 220 10 13% 18 +1 +2 110 255 11 16% 18/01-50 +1 +3 135 280 12 20% 18/51-75 +2 +3 160 305 13 25% 18/76-90 +2 +4 185 330 14 30% 18/91-99 +2 +5 235 380 15 (3) 35% 18/00 +3 +6 335 480 16 (6) 40% **** 19 +3 +7 485 640 16 (8) 50% 20 +3 8 535 700 17 (10) 60% 21 +4 +9 635 810 17 (12) 70% 22 +4 +10 785 970 18 (14) 80% 23 +5 +11 935 1130 18 (16) 90% 24 +6 +12 1235 1440 19 (17) 95% 25 +7 +14 1535 1750 19 (18) 99% Remarks (for Table 1) Power of Style 19 Giant hills (Hill Giant) 20 Stone Giant (Stone Giant) 21 ice giants (Frost Giant) 22 Fire Giant (Fire Giant) 23 Cloud Giant (Cloud Giant) 24 Storm Giant (Storm Giant) 1925 Titan (Titan) Dexterity Dexterity (Dex) denotes the number of physical parameters including the coordination of eye and hands, reaction speed, agility, reflexes and balance. Dexterity affects the reaction hero in an unexpected meeting with the enemy (Throw a surprise), his accuracy when dealing with throw weapons and arrows, and his ability to evade enemy attacks. This is the main feature for tramps (thieves, bards) and strongly influences their professional skills. Tramp with a knack more and equal to 16 receive 10 percent bonus to experience points, which he earns. Adjustment reaction changes the value of the abandoned bone, which determines the confused hero or not when an unexpected meeting with the NPC (The hero is not the player). The more modifier the less chance that the hero is puzzled at the meeting. Adjustment ranged used to change the roll of the dice by using ranged weapons (bows, crossbows, or thrown weapons: daggers, knives, etc.) In Among the positive hero is easier to get into goal, with a negative - more difficult. Adjustment protection affects savingi hero (See Glossary) against attacks from which to deviate: fireballs, rocks and etc. It also changes the class of player protection (See Glossary), determining the ability of the player to evade conventional projectiles (arrows, throwing knives, etc.) and parry the blows of weapons. Example: Rough dressed in chain mail, which lowers the degree of protection to 5. If the value of Agility 16, then its class protection is reduced by 2, ie AC = 3, because something on it harder to get (or punch his coat of mail). If the value of Agility 5, the degree of protection is increased by 2 and becomes equal to 7, ie for it is easier to hit. (In some cases, the modifier Agility Class of protection does not apply. This is usually done when the hero's attack behind or when he lies prostrate, bound, stands on a small ledge, climbs a rope, etc.) Table 2: Agility The value of the regulator adjustment regulation way up-dates far mounting plate surface reaction battlefield protection 1 -6 -6 +5 2 -4 -4 +5 3 -3 -3 +4 4 -2 -2 +3 5 -1 -1 +2 6 0 0 +1 7 0 0 0 8 0 0 0 9 0 0 0 10-14 0 0 0 15 0 0 -1 16 +1 +1 -2 17 +2 +2 -3 18 +2 +2 -4 19 +3 +3 -4 20 +3 +3 -4 21 +4 +4 -5 22 +4 +4 -5 23 +4 +4 -5 24 +5 +5 -6 25 +5 +5 -6 Text was translated by Maxim Vishnevsky. 09.07.1999
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