Legends of Yore Rules
This document contains the rough rules that the game is based on. It's a heroquest inspired combat system adapted to provide more support for equipment and leveling. The rules arn't used in any pen and paper roleplay game but have simply been created for this roguelike.
The warrior is the master of close range combat. Focusing on power and strength he essentially overwhelms the opponenets with brute force. The warrior starts with high hit points, no charge and substational attack/defence reflecting his strength.
The archer is focused on ranged weapons but can also turn his hand to many close range techniques. The archer's goal is to finish the enemy before they can get close enough to do any damage. The archer starts with with average hit points, no charge and average attack/defence reflecting his focus on accuracy and equipment.
The wizard uses magic to make up for their lack of physical attributes. The aim of the wizard is to aquire magical spells with which defent opponents with massive bursts of charge. The wizard starts with low hit points, high charge and low attack/defence reflecting his focus on charge.
Advanced Character Class
Once characters reach level 50 they have the choice of obtaining a new core statistic. This changes the player from one of the original classes into an "advanced" class which allow they to have a new set of special abilities and use equipment they couldn't previously.
Paladin (rage + charge)
A paladin has harnessed his rage and has begun the study of the spirit. This gives him access to certain magics and magic items. He retains his mighty stenghth and mastery of weapons but can also make use of healing and offensive magics.
Monk (zen + charge)
A monk has focused their mind so completely they gain the peace of mind that affords them the use of ranged weaponary. They can harness both magics and projectile weapons to make them an awesome force to be reckoned with.
Knight (zen + rage)
The knight is the master of all weapons, hand-to-hand or ranged. Any weapon can be used to inflict huge amount of damage on the evils of the dungeon.
Hit points represent the character's health and well being. The stronger the character is the higher their maximum hit points will be. If hit points reach zero the character is dead.
Charge (Magic Users)
Charge points represents the character's magical ability. Currently this only makes sense to wizard classes. Each cast the magical charge is used cast. Once charge has been exhausted no more spells can be cast. Charge is recovered over time (over turns).
Zen (Ranged Fighters)
Zen represents the ranged fighter's ability to stop and focus. Zen is gained by standing still and skipping turns as enemies approach. The initial benefit of Zen is much higher chance of hittin the target. Higher Zen values allow for criticial hits and other special atttacks. Being hit will reduce Zen.
Rage (Melee Fighters)
Rage is caused by a character hitting and being hit. The more rage the more damage will be done in melee combat. Rage is lost as the character moves through the dungeon without combat.
Experience is a gauge of how long the character has existed for and how successful they have been. At fixed markers the character will gain an experience level which will result in an increase in statistics and the ability to use better equipment. Experience is gained for killing monsters and completing quests.
Attack points describe how effective the character is at attacking opponents. Each character has a base value for attack. However these values can be modified by equipments or spells.
Defence points describe how effective the character is at defending from attack. Each character has a base value for defence. However these values can be modified by equipments or spells.
The tier value indicates how many levels of the dungeon the character has completed. This is not directly proportional to the experience level and affects how NPCs treat the character.
Combat is resolved using dice. The dice are 6 sided. 3 sides have skulls on. 2 sides have evil shields. 1 side has a good shield. These are a slight modification to the hero quest "combat dice".
Every character in the game has an attack and defence values. During combat these numbers (along with equipment modifications) translate into dice. The attacker rolls their attack value in dice. For each skull they score a potential hit on the opponent. The defender rolls their defence value in dice. For each shield they get they manage to discount one of their attackers hit with their defence. If the character is a player then they must roll good shields. If the character is a monster then they must roll evil shields.
Monsters have more chance of defending due to their thick hides and familiarity with the surroundings. Of course equipment modifies these values and hence the balance can be tipped either way.
Melee combat requires close contact. It is essentially the process of bashing the opponent with whatever weapon is to hand. The character selects an opponent in an adjacent tile and opts to use their turn to attack.
Ranged combat is any non-magical attack that takes place at range. Thing bow or slingshot (note that darts are not ruled out yet). The character must have line of sight to the target to attack. The character selects the opponent and opts to use their turn to take a shot. Ranged non-magical combat can be used close up with a small penalty.
The downside to ranged weaponary is the possibility of missing the target altogether. This is countered by the player's zen state of mind when taking the shot.
Magic combat is achieved by equipped spell stones. Each stone has a level requiment and charge cost. The spell is cast by selecting the opponent and using the turn to cast the spell. Note that spells can be both melee and ranged. The character must have line of sight to the target for ranged magic. However, ranged magic can not be used close up.
It is possible that magic spells can fail leaving the caster both drained and at risk of attack. The higher level the wizard is the less likely it is that a wizard will fail. This is also tempered by the difficulty of the spell to cast.
Each experience level gained will result in a 10% increase in maximum hit points and maximum charge levels. Additionally most equipment has a level requirement, the higher the level the better modification applied to attack/defence. As expereince level goes up the character will gain strength and improve attack/defence via equipment.
Spells can be cast on the player and opponents that will effect their attack/defence statistics. While these spells will be powerful their effects will also be short lived.
Each item that can be equipped has the potential to modify attack/defence statistics. Normally these will be related to the type of item, i.e. a shield may give defence +1. However, magical charms may also modify statistics.
If a player is not using a weapon then they roll for combat as normal but the score is cut in half. This penalty does not apply to monsters who are assumed to have claws and the like.
Some weapons take special skills to be used and hence are tailored to specific character classes. While any player character can use any weapon damage is halfed if the player is using a weapon designed for a different character class.
Current Possible Addtions