MMO-Ante 2.0
MMO-Ante 2.0
MMO-Ante 2.0
Attributes:
● Agility: Balance, swim, flee, etc.
● Presence: Perceive, aim, charm, spellcasting, etc.
● Strength: Crushing, lifting, melee strikes, grapple, etc.
● Toughness: Resist poisons, cold, survive falls, etc.
Attribute Values:
● Players start with all attributes at a base value of D3.
● Players have six advances to spend. Each advance increases the die value by one step (D3
to D4, D4 to D5, and so on). The maximum value is D12.
Difficulty Scale:
● Difficulty checks are typically on a scale of 2 (easy) to 10 (nigh impossible).
● The game master sets the difficulty for various tasks and challenges.
Testing Mechanism:
● When a player is asked to make a test, they roll a die of the appropriate attribute against
the difficulty check. If no attribute is specified, use your highest die value.
● The result of the die roll is compared to the difficulty check:
● If the result is equal to or greater than the difficulty, the test succeeds.
● If the result is less than the difficulty, the test fails.
Combat System:
● All combat rolls are player-facing, meaning players make rolls to determine both
success and damage.
● On a failed test in combat, the player automatically takes a flat damage value assigned
to the creature they are fighting. Adjustments are made based on armor type or other
character abilities.
● On a successful combat test, the player deals damage based on the number value of the
attribute's die. For example, if a player has a D6 in Strength and successfully hits with a
melee weapon, they deal 6 damage. Spells and ranged attack damage is determined by
presence.
Damage Reduction:
● Armor type or other defensive abilities can reduce the flat damage taken on a failed test.
● The game master determines the specific damage reduction based on the character's
equipment, skills, or other factors.
Advancement:
● Participating in events and guild storylines earns player advancements.
● Advancing allows players to increase their attributes or acquire new skills, providing
more opportunities for success in various situations.
1. Defend:
● Players can choose to defend instead of taking an action on their turn.
● When defending, the player does not roll their attribute die during that turn.
● Instead, the defending player can choose to take the damage from another failed roll of
their choosing.
● This allows strategic decision-making, sacrificing an action for better control over
potential damage.
Armor Types:
2. Heavy Armor:
● Heavy Armor provides a 2-point Damage Reduction (DR) when defending.
● This represents the increased protection offered by heavy armor.
Healing Spells:
● Activation: Players can choose to use a healing spell on their turn instead of taking
another action.
● Healing Amount: The player can heal for an amount equal to their Presence die value.
● Target Split: The healing amount can be split between up to three targets.
● Example: If a player has a D9 Presence and chooses to heal, they can heal three allies for
3 HP each, assuming they succeed in their combat test.
Restrictions:
● Combat Test: The success of the healing spell is determined by a combat test. The player
rolls their Presence die against a predetermined difficulty.
● Success Requirement: The player needs to succeed in their combat test for the healing
spell to take effect.
● Healing Limit: A target cannot be healed again until they take additional damage. This
prevents continuous healing and encourages strategic use of healing spells.