DDO: Explanation attempt of how DDO works!

The attempt at Tabletop RP in an online MMO

DDO: Explanation attempt of how DDO works!

Postby Grendor on Fri Mar 31, 2006 10:29 pm

1. How DDO works...

Everything is instanced, even the city parts, thereby a part of the city, say the harbor area, can exist in several copies given the numbers of players on the server. A number in addition to the area name tells which copy you are in, you are how ever free to jump from one copy to the other so that you can meet up with people.

Besides the "common area" instanced parts, there is of course.... yes, the dungeons. This is where the action takes part, and when i say action then i do mean action. Everything is moving around you, and you have to be in the right distances to do whatever you choose to do, so you will have to think on your feet in the battle. Clipping is in effect, therefore you cannot run through anybody, this can lead to interesting situations where one might even get pushed by a stronger force (several weaker or fewer stronger) over ledges and so on. Dungeons are also commonly known to have watery parts in them, and several have more than one way to pass from A to B and most of them has secret doors and traps (handy to have a rogue). In water you do not fare well swimming in heavy armor and with a shield and therefore it is prudent to strip to your undies and hope for the best on the other side, where you might have to face an enemy with only shield and wet panties :shock:

The game resides in an old town originally built by giants, but now it is a buzzling and troubled place for humans, elfs, dwarfs, halflings (hobbits) and warforged (cyborgs) alike. You start on a coastline with only a tavern and some buildings in the back and a ship, in this starter area you will be toturied :twisted: through the basics and the added ability of your character, sort of a test to see if you are satisfied before you spend to much time and then find a major flaw or something.

After the ship-trip you are in the lower harbor area, here there are 5 dungeons and quests, all designed to be easy for a small group (2-3) or somewhat challenging for 1 depending on class and build.

/edit: title changed by Sentenza
Last edited by Grendor on Wed Jun 21, 2006 5:45 pm, edited 1 time in total.
Talking is silence, but silver is golden
User avatar
Grendor
TSS Member
 
Posts: 557
Joined: Mon Feb 06, 2006 12:17 am
Location: Denmark

Postby Grendor on Fri Mar 31, 2006 10:35 pm

2. Game mechanics, basic

Character abilities, class abilities, racial abilities and skills are the basic cornerstone of which your character is built, and i will try and explain them further...

Cha abilities consist of:

Strenght - this helps you hit better in meele, do more damage in meele and more damage in ranged bow combat with the right feat, and it makes you better at strenght-based skills.

Constitution - this gives more hitpoints, better ability to hold breath, better save agains physical effects like poison and the like, and it makes you better at con-based skills.

Dexterity - this helps you to a better armorclass, it helps you hit better at ranged bow and spell combat, it can help you hit in meele with the right feat (not stacking with the str effect), it gives you a better save agains area-effects (most), and it makes you better at dex-based skills.

Wisdom - this helps to better casting abilities if you are a divine caster, it gives you a better save agains mind-effecting effects, and it makes you better at wis-based skills.

Intelligence - this gives a wizard better arcane casting abilities, it gives you more skillpoints to spend per level, it makes you better at int-based skills.

Charisma - this gives bards and sorcerers better casting abilities, it might help you with talking to npc´s, it makes you better at cha-based skills.

You start with 8 points in every ability modified by racial abilities, and you have 28 points to spend as you see fit in this manner. In each ability the following will apply, 1-6 abilitypoints will cost 1 point each, the next 2 abilitypoints cost 2 points each, and the last 2 possible abilitypoints cost 3 points each.
So bringing a certain ability from 8 to 14 will cost 6 points, bringing it further on to 16 will cost an additional 4 points, and going for 18 will cost additionally 6 points totalling at a 16 points cost, going from 8 to 18 in a single ability.
Talking is silence, but silver is golden
User avatar
Grendor
TSS Member
 
Posts: 557
Joined: Mon Feb 06, 2006 12:17 am
Location: Denmark

Postby Grendor on Fri Mar 31, 2006 10:55 pm

The ability score will give a modifier based on ((abilityscore-10)/2)rounded down, so 12 will give a +1, 14 will give a +2, 16 will give +3, 18 will give a +4. This modifier is the effect that each ability aplies. So strength 18 will give +4 to hit, a +4 damage with a single handed weapon, +4 to all str-based skills and +4 to break attempts on doors and such.

All rolls whether hidden or shown are done with a 20 sided die. Skillcheck is done by adding a d20 roll to the skill-rank (points spend on skills) and adding the ability modifier. So a str 18 fighter jumping, will roll like this "d20+skill+4" against a certain difficultynumber (dc) where succes is based on reaching that dc or doing better.

Saves is done by a d20+the ability modifier+class save modifier. Each class has weak and strong saves within the 3 categories, fortitude (con) - reflex (dex) - willpower (wis). Weak saves will be (level/3) rounded down, strong will be ((level/2)+2)roundend down.

Hitpoints is different for the classes:
Wizard, Sorcerer - 4 hp/level+con,
Rogue, Bard - 6 hp/level+con,
Cleric, Ranger - 8 hp/level+con,
Fighter, Paladin - 10 hp/level+con,
Barbarian - 12 hp/level+con
Talking is silence, but silver is golden
User avatar
Grendor
TSS Member
 
Posts: 557
Joined: Mon Feb 06, 2006 12:17 am
Location: Denmark

Postby Grendor on Fri Mar 31, 2006 10:55 pm

Hitting, damage and armor:

Armor, known as AC, consists of your average ability to move your butt (10), your dex modified by your armor suit (dif. armors have dif. max dex scores), physical toughness enhancements known as natural armor, magic enhancements and shield if you have one. A character recieves a 10 as basis as a remnant of the pen and paper rules, since it takes out a roll at each attack thus saving loads of time. So 10 as basis + dex mod. + magic + natural armor+ armor suit + shield, therefore a new char with a studded leather armor and a dex of 16 will get
10 + 3 (dex mod) + 3 (studded leather is a AC3 max dex mod 6 armor) thus giving a score of 16 in AC. To hit that character an enemy will have to roll a d20 and add its modified attack score and hit 16 or better.

Hitting. Classes physical and ranged combat bonus derived from leveling is called base attack bonus or just BAB. Warrior classes get +1 to BAB at each level, cleric, bard and rogue gets +1 at 2 out of 3 levels (+0 +1 +1) whilest sorcerers and wizards get +1 at each other level (+0 +1), so a level 6 fighter will have a BAB of +6, a cleric +4 and a wizard +3. On top of the BAB comes the ability bonus, normally str for meele and dex for ranged. So the lv 6 fighter with 18 (+4) in str will have an attack bonus of 10, whilest a lv 6 wizard with 8 in str (-1) will get only 2.

Damage is based solely on the weapon added with str mod., though a 2-handed wep will get str mod*1½. A single handed sword in the hands of the lv6 fighter will roll 1d8+4 for damage while a greatsword (2h) will roll 2d6+6 at each hit, of cause a 2h wielder has no shield.
Talking is silence, but silver is golden
User avatar
Grendor
TSS Member
 
Posts: 557
Joined: Mon Feb 06, 2006 12:17 am
Location: Denmark

Postby Grendor on Sun Apr 09, 2006 10:23 pm

Spellstrength and saving against that:

A spellcaster will get a strength of his spell (the save difficulty (DC)) with a 10 as basis (guess why) + spell level (there are 9 spell levels) + ability modifier (charisma for sorerers, bards; intelligence for wizards; wisdom for clerics)
So a spellcaster with a score of 16 in his ability used for casting and casting a level 3 spell like a fireball, will get a DC of 10 + 3 + 3 and a total of 16 in DC, an enemy will have to roll 16 or better on a reflex save, since reflex saves are for AOE-attacks, in order to half the damage or avoid given the right feat.
Talking is silence, but silver is golden
User avatar
Grendor
TSS Member
 
Posts: 557
Joined: Mon Feb 06, 2006 12:17 am
Location: Denmark


Return to Dungeons and Dragons Online

Who is online

Users browsing this forum: No registered users and 1 guest

cron