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- MMPRP: DND ENGINE v1.0
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- STARTING
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- Every character starts at level 1. Experience is gained through a die roll dependent on how strong you are compared to the enemy, based on x being your level, and y being the level of the enemy, the equation being |(x^2-y^2+(1/3x^2))|. It takes 50 experience to go from level 1 to level 2, and for every further level, with x being the previous level's needed experience, and y being the previous level's number, you need (x^2)/(10y+y^3) experience. (level 3 would be 2500/28 = 89 XP, level 4 would be 138 XP, level 5 would be 183...) (I will do all the calculations, trust me.) All numbers are rounded down to the nearest whole number at the end of calculation, unless the number has 8 tenths or more of change, in which case it is rounded up. (1.2 rounds to 1, 7.6 rounds to 7, 11.9 rounds to 12.)
- The six playable races are EARTH, PEGASUS, UNICORN, DRAGON, ZEBRA and GRYPHON.
- EARTH - Advantage on rugged terrain and charismatic, and closer to the ground wildlife. You get an extra 10% HP and CHARISMA every level up.
- PEGASUS - Can fly, Advantage in the sky and agile. You get an extra 10% AGILITY and CHARISMA every level up.
- UNICORN - Can use high-level SPELLS (once discovered). Intellectual. Can use MANA and gets a WISDOM stat.
- DRAGON - Can fly, Advantage in combat, and strong. You get an extra 20% STRENGTH every level up.
- ZEBRA - Can brew potions, and dexterical. Can get a WISDOM stat.
- GRYPHON - Can fly, and agile. You get an extra 20% AGILITY and 5% HP every level up.
- STARTING STATS
- (note,
- HP/MP: 25 - Increased by x^2/5x every level up before level 20, with x being your previous HP/MP. (Level 3 would be 25+(625/250)=30, level 4 30+6=36) After level 20, the equation is changed to x^2/10x.
- ALL OTHER STATS are rolled in the beginning, between 1 and 40.
- ITEMS, WEAPONS AND ARMOR CAN ALSO BE FOUND THAT INCREASE STATS
- STR - Increases attack by 1/5x, with x being your STR stat.
- AGL - Decreases damage recieved by 1/10x, and increases damage chance by x/10 with x being your AGL stat.
- WIS - Ability to learn new things such as magic attacks. Used as a currency instead of a factor. (e.g. a spell is 40 WIS)
- CHR - Ability to recieve a beneficial trade and persuade. (x/10)%. Maxes out at 900, all new CHR is then translated to whatever stat is desired.
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- SPECIAL ABILITY
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- At the beginning of a campaign, a player chooses their play-specific ability that will be with them throughout the game. It is stated by the player, and a game-side interpretation is returned by the DM. If this is accepted, it will result in it beig present with the player, and is UNCHANGABLE.
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- DAMAGE AND COMBAT
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- A coin is flipped, and a die is rolled. If the coin is tails, damage is taken and a die is rolled to see how much damage is taken (adjustments can be made on die size and things like armor, and the probablility of being hit (how many coins are flipped and how many have to be tails). The same is true for combat. (Depending on how strong the enemy is, the change of giving damage is reduced, and is manipulated due to strength) If an enemy is more than 2 levels higher than you, a penalty of |(y^2-x/4)| is subtracted from any damage you deal, with x being the damage you deal, and y being the enemy's level minus yours. The inverse is true for lower-level enemies, with y being replaced with your level minus the enemy's.
- If a character is killed, it can respawn in 15 turns wherever the controller pleases, as long as (s)he has already been to that place. Alternatively, another character that has already been introduced.
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- INVENTORY AND ITEMS
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- Items can be recieved through trade, through enemy drops, or through finding a chest. A chest can hold up to 10 items, a die is rolled to see what the slot contains. For each slot, a die is rolled to see if an item is in the slot, and what item it is.
- 1-14 - EMPTY
- 15-29 - POTION
- 30-35 - WILDCARD (roll again)
- 36-44 - EMPTY
- 50-59 - WEAPON
- 60-69 - EMPTY
- 71-79 - POTION
- 80-89 - ARMOR
- 90-100 - EMPTY
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- POTIONS
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- Potion gets are decided by a die roll when a chest is discovered. If a potion is discovered, another die is rolled to decide which potion it is (see die codes next to potions). A third die is rolled to decide the strength of the potion, whih decides how many turns it if active once used.
- 1-29 - SHRINK - Enemies will not attack you, but your damage is reduced tenfold. (can work for anywhere from 1 to 100 turns, depending on how WEAK or STRONG the potion is, the effect stacks if multiple are used. 1/6th chance of being a MINOR variety, where all effects are reduced by 1/3.)
- 30-49 - GROW - Enemies will not attack you, your damage is increased fivefold, but you can only attack every third turn to to decreased agility. (see SHRINK)
- 50-59 - INVINCIBILITY - You are impervious to attack, but you cannot attack, but you will heal. (can work for anywhere from 1 to 15 turns, depending on how WEAK or STRONG the potion is)
- 60-64 - GENDERBENDER - No combat effects. (indefinite until reversed)
- 65-69 - WILDCARD - Potion of choosing.
- 70-89 - MINOR HEALTH - Restores 1/4 of your health capacity.
- 90-94 - MAJOR HEALTH - Restores 1/2 of your health capacity.
- 95-100 - POISON - Damages the enemy 1/10 of their capacity every other turn.

