Hello! This is where the classes and dice system are broke down.
ok, class system:
Warrior: roll 100 side die for melee attack and defence, rolls a two 20sided dice for persuasion. Wield any weapon that isn't for mages and all armors.
Ranger: Roll two 20sided dice for melee attacks, and one 100 sided dice for ranged attack. Roll three 20sided dice for persuasion. Roll three 20sided dice for defense. Can wield any light weapon/ranged weapon but can't wear plate armor/chain armor.
Rouge: Roll four 20sided dice for melee and three 20sided dice for ranged. Roll three 20sided dice for defense. Roll three 20sided dice for persuasion. Rouges can wield only light weapons, and bows and thrown weapons for range. They can wield up to leather armor. They are able to be outside at night without worrying about anything happening.
Bandits: Roll four 20sided dices for attack/defense. Can wear up to mail armor. Roll two 20sided dice for persuasion. (Note: persuasion will not work on guards or in a town of people who know what you do) Can wield any melee weapon.
Mage: Roll one 10 sided die for melee attack, one 100 sided die for magic attacks. Roll one 10sided die for a defense. Roll four 20sided die for persuasion. Can wield any magical weapon (even enchanted melee weapons) but can't wield non magic melee weapons. Can only wear cloth armor.
Merchant: Roll one 6 sided die for attack or defense. Roll one 100sided die for persuasion. Can only wield daggers, and cloth armor.
Attack is determined by me due to rolls/enemy defense and vice versa for monster attacking a player/npc.
Persuasion isn't always possible, some NPCs are either deemed "too smart" or "too experienced"
There are no level limit so talk to NPCs to find out how strong the monsters nearby are
Sometimes NPC's will try to persuade you! You roll the same die as if you were trying to persuade them as defense.
ok, class system:
Warrior: roll 100 side die for melee attack and defence, rolls a two 20sided dice for persuasion. Wield any weapon that isn't for mages and all armors.
Ranger: Roll two 20sided dice for melee attacks, and one 100 sided dice for ranged attack. Roll three 20sided dice for persuasion. Roll three 20sided dice for defense. Can wield any light weapon/ranged weapon but can't wear plate armor/chain armor.
Rouge: Roll four 20sided dice for melee and three 20sided dice for ranged. Roll three 20sided dice for defense. Roll three 20sided dice for persuasion. Rouges can wield only light weapons, and bows and thrown weapons for range. They can wield up to leather armor. They are able to be outside at night without worrying about anything happening.
Bandits: Roll four 20sided dices for attack/defense. Can wear up to mail armor. Roll two 20sided dice for persuasion. (Note: persuasion will not work on guards or in a town of people who know what you do) Can wield any melee weapon.
Mage: Roll one 10 sided die for melee attack, one 100 sided die for magic attacks. Roll one 10sided die for a defense. Roll four 20sided die for persuasion. Can wield any magical weapon (even enchanted melee weapons) but can't wield non magic melee weapons. Can only wear cloth armor.
Merchant: Roll one 6 sided die for attack or defense. Roll one 100sided die for persuasion. Can only wield daggers, and cloth armor.
Attack is determined by me due to rolls/enemy defense and vice versa for monster attacking a player/npc.
Persuasion isn't always possible, some NPCs are either deemed "too smart" or "too experienced"
There are no level limit so talk to NPCs to find out how strong the monsters nearby are
Sometimes NPC's will try to persuade you! You roll the same die as if you were trying to persuade them as defense.
