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Jade

Java-based Ancient Domains Engine
© Copyright 1998-2010 by Thomas Biskup. All Rights Reserved.

Attributes, hit points, and the balance of power

JADE basically will use the same attributes already known from ADOM:
  • Strength, Dexterity, Toughness and Appearance on the physical side,
  • Learning, Willpower, Charisma and Perception on the mental/social side and
  • Mana on the magical side.
It also will use DV (defensive value) to simulate the difficulty of being able to hit someone and PV (protection value) to simulate the natural resistance of things and beings to damage. The attribute ranges will also be similar to those in ADOM (1-20 for the human range, with 9-11 being an average value).

Differences will show up in how hitpoints are calculated: Hitpoints will be based on a constant dependent on your race (trolls are a lot hardier than gray elves), guild membership (someone trained as a warrior is a lot tougher than someone trained as a merchant), Toughness (the attribute, naturally), Willpower (the attribute, again, at a much lower rate than for Toughness) and "level". For each new level you will gain +1 hitpoint. This might seem little at first (and it is) but it will prevent an evergrowing power spiral in which monsters and the character become tougher and tougher, deal out more and more damage and so on (with all the known balance problems in ADOM). Instead you will have a very gradual scale. Hitpoints additionally can be improved by training skills:
  • Each level in a weapon skill will give you +1 hitpoint (the reason being that combat training exercises your body and teaches you to withstand pain).
  • Each level in Athletics will give you +1 hitpoint (physical fitness also helps to resist damage).

Thus the final formula for determining the total number of hitpoints might look like this:
Total hitpoints= +Race base value (in the range from -5 to +10)
+Sum of all guild bonusses (in the range from 0 to 10 at most)
+Toughness (usually in the range of 1-20)
+Willpower divided by 3 (drop fractions) (1-6 additional points usually)
+Level
+Sum of all weapon skill levels
+Athletics skill score

Thus - ignoring skill levels, guild membership and race - an average character will have about 13 hitpoints +1 hitpoint per level.

To keep the game fair, monsters naturally will be a lot less deadly than they are in ADOM, there will be a higher healing rate and there will be greater effects from weapon skills on combat.



Player's Handbook: Core Rulebook I (Dungeons & Dragons, Third Edition) Thomas Biskup recommends: Player's Handbook: Core Rulebook I (Dungeons & Dragons, Third Edition)
"The player's handbook offers a lot of bang for the buck - character creation in D&D V3.5 has been improved by leaps and bounds and there is so much flexibility in the system that I personally no longer feel any real restrictions due to classes or levels. My favourites include: pick as many classes as you want, sorcerors, critical hits, the new familiar rules, feats and more. There also is some stuff that IMHO got worse from V3 to V3.5 but it's easy to ignore (e.g. weapon sizes). Definitely recommended (especially so since the ADOM RPG in the next version will also be grounded on the D20 rules)!"

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