Noxaus_XIII
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- Posted: Tue, 10 Dec 2013 15:03:59 +0000
Timid Coronet
All of these are fantastic question! I'd be happy to answer them in order......
Is dual wielding going to be a feat that you can take? or is it available at level one? also, same question for beast taming?:
Dual Wielding in a game where you follow the anime will not be available to any player that isn't Kirito. As he was said to have the fastest reaction time in the game so it is available... but only to him. On the other hand if you are playing a game that does not follow the anime as far as players present in the game and the GM deems it fit to offer Dual Wielding as an Available Unique sword skill to one of the players then the GM can set up a test, or a player has to meet some special criteria. Such as in IRL reaction time test, or has proven themselves within ingame combat, and meets some skill pre reqs. We'll have a few examples in the core rule book that can offer some better examples. There is also another form of using two weapons, but it is a bit different than dual wielding, and will be covered in depth in the Core Rulebook.
Beast taming is available! to everyone! The bonus about Beast Taming is it does not require a quest pre-req either. If a PC gets curious about it on their player information then they can use their (Gather Information) Skill on an NPC or they can ask another PC like an info broker (Actually an NPC under the control of the GM) if there is any information on beast taming. All it really boils down to in the long run is finding the animal NPC you want as a familliar and figuring out what types of food it likes then befriending it. For example.... A player tries to get a wolf familiar. The player offers the wolf some boar meat. The GM then rolls to see if the wolf is trusting of the PC's advances, or suspicious. Once gaining the Familiar Name it, then add it with some basic combat stats, and abilities to the section of the character sheet.
Are there any ranged type weapons?:
Oh of course there is! In the manga and light novel series more ranged weapons were made known, however sword art has every weapon under the sun! There are bows, short bows, long bows, Javelins, the whole nine yards, you can even throw regular melee weapons but take a penalty. There are basic versions of all ranged and melee weapons available instantly to all players. However, something such as a Katana, Rapier, Crossbow, or Atlatl, have other weapon pre-reqs that must be met before use. Think of it this way: If it's not a magical weapon, like staff or wand. That stuff is in Sword art!
For sub skills like cooking and crafting, what is the level up system for those?:
The same for the all the other skills in sword art. We're still sort of playing around with the leveling system for things but the system we have now is as follows: The cap for any skill is 40. A player can gain levels in a skill from many ways, getting a critical while rolling to see if the skill used was a success or a failure... using a level up point, or getting points from Quests, or deliberately training the skill. (Some skills cannot be simply trained. things like sewing, forging, crafting, cooking...wood cutting, things like that can. Gather info, and hide cannot) the basics we have now is: 0-10 a player can get this up with any of the previously listed options... (depending on the skill) 10-15 A player can use level up points, quest point rewards, and a successful attempt at something such as (EX: Cooking a dish that is slightly beyond their capabilities) in other words, a critical roll. 15-20 Quest rewards, and level ups only. 20-40 Level up points. This scaling system works for all skills, Training a skill like cooking, you do before 10 and you roll a d6 and add that to the level. (How your skill level determines your roll is covered in the rule book)
How do the players level up?:
Easy! By doing quests or fighting monsters. Giving EXP is still something we're working out, however gaining 1000 EXP gains you a level. The GM should give you EXP in correlation to what it is you accomplished. For example, a level 1 character fights a boar... beats it. 300 EXP... (Divide the total among all players.. have 3 people each get 100 EXP) Another example: you beat the first floor boss at level 2-4... 3000 EXP (divide that among PC's) Also in that case the GM is required to make things more challenging. Remember, it took a group of around 20 level 10's two months to find, and beat the first floor boss. If you find it in two days like my group did, it sets the bar a bit high. XD Also doing extrodinary deeds will gain you Renown. which is gained striking the killing blow against a boss, or leading the party that defeated the boss. A global announcement is sent out every time a boss is beaten and a level cleared. use that for RP purpose. Also with every level you gain a level up point which can be placed to any skill that is not maxed. You can level multiple times a floor, it just gets harder to level fighting lower level enemies. so think of each floor and the levels you can gain from it as increments of 10-12... Also if you are the first to find out how to unlock a skill of any type Sell it to info brokers... make tons of cash! (The GM will reward money for how much they think this information is worth)
What dictates rare item drops?:
What type of creature it is and how hard it is to defeat. Bosses have Set drops, and Rare drop potential. Killing the first floor boss gains you the coat of midnight and depending on how hard the boss was for the party or person depends on the drop... say 20 level 10's fight the last boss, the coat of midnight drops... some Col for all, and the loot from the two Kobold Generals. say it's 3 level 3-5's.... The coat of midnight like always, A medium amount of Col for all, and one Rare weapon for each player. (Set wielder requirements for all non basic weapons. for example: Coat of Midnight: Wielder Req: Light armor: 13) (Another example: Knights Longsword: One-handed sword: 15 Strength: 12 Skill: 10) Also rare items give stat bonuses. The Coat of Midnight we had gave a +4 bonus to Agility. and lets say the Knights Longsword gives 2 extra dice to damage...The GM can play around with it as they see fit....
Are there a leveled npc's from the anime for epic events?
Of course! If you follow the Anime try to include all the event bosses you can. A week before thanksgiving our game had a swarm of Giant Turkeys. We won Col, Rare event items, and a global announcement. There are also hidden bosses. have your GM get creative... for example our group was venturing though the woods and stumbled across a chest that was actually a doorway. we went down and there was a dragon. we beat the dragon after having a hell of a time doing so. From the dragon we obtained: Durendel the legendary sword of St. George. No one had the pre-reqs to use it but we had it... Get creative with hidden and world event bosses. Have fun for the most part! And yes they should have their own stats... if the GM wants it to be a set stat then let it. but if it's a world event more than often it will Scale to the characters level, unless the GM doesn't want it to.
Once a player in the party dies, are they strictly out?
In the game that follows the anime and the one we made, yes. once a player dies... That's it you're done. however we placed in a fail safe so the game wouldn't be a giant pain... your HP CAN drop to 0 and you do still live you just have to be finished off. Say your player drops to 0 health... You simply cannot make any action save for moving at half your movement rate. Your party members can then heal you, or cover you while you heal yourself, or regenerate your own health. (the finish off fail safe only applicable to players. that includes PCs controlled by the GM) to finish off a character the player must roll a standard attack (without the other player rolling) and they must bypass their armor as far as damage goes by any amount. (including 1) to finish off a character. Some examples: you are at 0 health... something tries finishing you off... they make their attack... if they miss, they must try again, if they hit they make a damage roll. if the damage roll does not bypass armor, they must try again. if it does the PC dies. However a player that has the option can either cover your and take the damage (if it bypasses their own armor) as long as they have yet to do anything that round. for working this out roll a Loyalty roll... if they wish to simply block it with a shield or parry it... no loyalty roll is needed. simply roll for a parry attempt if they are trying to make one... Another PC making a defend attempt with a shield you simply add their shield armor to the characters armor value.
Another rule as far as death goes is that if on a critical hit, if the attack would drop you do 0 after bypassing your armor the player is instantly dead unless another character is willing to parry, block, or take the attack themselves.
Items to Resurrect are available. If following the Anime the orb gained from the World event is the only item.
In the event that you wish to play a game with such items that can resurrect you, make it a rare drop equal to that of a full heal crystal.
Also potions and health crystals are available to players. only after the first floor however... though their quantity IS LIMITED! and if the PC's buy them all out and leave none for other (GM controlled NPCs), and those NPCs are around to witness, give them a negative on their fame.
As a sub note, if your character does die for good, then talk to the GM... we had it where you made a new character but the character was of slightly lower level than that of the actual group. so you can come back, just you'll have a new character. if you want to know more about PC death, you can wait till the rulebook is finished or ask any further question you may have about it.
Well, that about covers your current questions. Please if you have any more do not hesitate to ask!