Or "What? Can't I survive with my head cutt off?"



One of the bases of a quest, and what makes it rather interesting, admit it, is the fights.


In the Elder Scrolls, you might be used to have a super-powerful character, who saved the whole universe 265 times, and can kill any enemy with his little finger only, even when he's sick and scores 56°.
In this roleplay, forget that.
Of course, our characters are heroes. They are adventurers, used to fight, and usually have no problem killing a few goblins/necromancers/imperial guards/daedras/etc. But there's a limit to how many damages a character can handle or deal to an enemy, because you know, enemies can fight too!


So the purpose of those rules is to show you the limits of your characters. You will be explained the concept of "Hit Points", how Endurance and Strength influence your character, the damages one can take and the damages on can deal, etc.
Here we go!


:bulletblue: THE DAMAGES YOU CAN TAKE
(Or "HEY! THAT HURTS!")



:bulletred: We will use your ENDURANCE score to determine your Health, which will be determined like this:
Health = END score + 20


:bulletred: Your Health score does not mean TOTAL health, but rather the amount of damage one can take during ONE encounter before you pass out due to your wounds.


:bulletred: When you pass out, you cannot heal yourself. You will have to wait before the encounter ends to regain your ability to act.
Once the encounter is over, you can heal yourself with a potion or a spell, or let a party member heal you, after which you’ll return to your END score + 20 hitpoints for the next encounter.
Fear not, though, because if you use your character’s abilities the way they were meant to be used, you will rarely reach this state.


:bulletred: Your END score will also be checked in various situations, like if your character gets poisoned, if he's hit on the head by a rock, etc.


:bulletblue: THE DAMAGES YOU CAN DEAL
(Or "Please accept my blade in your guts as a token of my appreciation...")



:bulletred: The bases of a fight relies on your ATTACK (AT) and DEFENSE (DEF) scores (or AGI if you prefer to dodge). Their uses are rather simple, and are explained in the examples of fight.


:bulletred: When you succed at hitting an enemy (or an ally, why not), the Game Masters will have to determine how much damage you did to your target. The damage depends on you Strength (STR) score, the type of weapon you used, and luck.


:bulletred: The basic damage is calculated like this:
:bulletblack: Daggers/Shortswords/Spears: 4 + 1d6 + 1/4 STR (rounded up)
:bulletblack: Longswords/Bastardswords/Battleaxes: 4 + 1d8 + 1/4 STR (rounded up)
:bulletblack: Greatswords/Greataxes: 4 + 2d6 + 1/4 STR (rounded up)


:bulletred: As you can see, you will always deal at least 5 damage. The purpose of this is to kill the weakest enemies fast enough, as we don't want to stretch the low-level encounters too much.


:bulletred: If you roll a 1 at your AT roll, this will be considered as an Epic Win, but also as a Critical Hit. The Game Masters will add a few points to the damages you deal to your enemy, let to their discretions.

SOME QUICK NEWS

:bulletred: The organisation part...


:bulletred: NEXT SESSION :

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:bulletred: Informations about the RP thingy:

:bulletpurple: Game Masters
:iconstyxthemad::iconcerviero:

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:bulletred: LINKS TO CHECK


:bulletblue: RULES elderscrollsroleplay.deviantar…

:bulletpurple: Available quests elderscrollsroleplay.deviantar…

:bulletpurple: On-going quests elderscrollsroleplay.deviantar…

:bulletgreen: Example of a fight elderscrollsroleplay.deviantar…

:bulletgreen: How to fight elderscrollsroleplay.deviantar…

:bulletgreen: The battle turns elderscrollsroleplay.deviantar…

:bulletorange: Characters elderscrollsroleplay.deviantar…

:bulletyellow: "The Talking Llama" tavern elderscrollsroleplay.deviantar…

:bulletpink: The Group Bag elderscrollsroleplay.deviantar…

:bulletwhite: "Who Knows Who" elderscrollsroleplay.deviantar…

:bulletblack: List of the creatures of Nirn elderscrollsroleplay.deviantar…

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