Building guidelines

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These are the building guidelines for the ibs. These are not set in stone, but if too many areas deviate from this norm, we will experience a kind of inflation. The next area that gets built will be compared with one before it. The temptation for the builder will be to top the other areas that have come before. And players will complain that items are useless if they don't match what is already available.

Contents

Armor statistics

LevelArmor classModifier
1-41+1
5-93+1
10-145+1
15-196+1
20-247+2
25-298+2
30-349+2
35-3910+2
40-4411+3
45-4912+3
50-5913+3
60-6514+3
66-6914+4
70-7915+4
80-8916+4
90-9517+4
96-10017+5

Mob statistics

LevelHit pointsArmor classDamage
12d6+1091d4+0
22d7+2181d5+0
32d6+3571d6+0
42d7+4661d5+1
52d6+6051d6+1
62d7+7141d7+1
72d6+8541d8+1
82d7+9631d7+2
92d6+11021d8+2
102d7+12112d4+1
112d8+13411d10+2
122d10+15001d10+3
132d10+170-12d5+3
142d10+190-11d12+3
153d9+208-22d6+3
163d9+233-22d6+4
173d9+258-33d4+4
183d9+283-32d7+4
193d9+308-42d7+5
203d9+333-42d8+5
214d10+360-54d4+5
225d10+400-54d4+6
235d10+450-63d6+6
245d10+500-62d10+6
255d10+550-72d10+7
265d10+600-73d7+7
275d10+650-85d4+7
286d10+703-82d12+8
296d10+778-92d12+8
306d10+853-94d6+8
316d10+928-104d6+9
3210d10+1000-106d4+9
3310d10+1100-116d4+10
3410d10+1200-114d7+10
3510d10+1300-114d7+11
3610d10+1400-123d10+11
3710d10+1500-123d10+12
3810d10+1600-135d6+12
3915d10+1700-135d6+13
4015d10+1850-134d8+13
4125d10+2000-144d8+14
4225d10+2250-143d12+14
4325d10+2500-153d12+15
4425d10+2750-158d4+15
4525d10+3000-158d4+16
4625d10+3250-166d6+16
4725d10+3500-176d6+17
4825d10+4000-186d6+18
4950d10+4500-194d10+19
5050d10+5000-205d8+20
5150d10+5500-215d8+20
5250d10+6000-226d7+21
5350d10+6500-236d7+22
5450d10+7000-247d6+23
5550d10+7500-2510d4+24
5650d10+8000-2610d4+25
5750d10+8500-276d8+26
5850d10+9000-285d10+28
5950d10+9500-298d6+30
6050d10+10000-308d6+32
6150d10+10500-318d6+34
6250d10+11000-328d6+36
6350d10+11500-338d6+38
6450d10+12000-348d6+40
6550d10+12500-358d6+42
6650d10+13000-368d6+44
6750d10+13500-378d6+46
6850d10+14000-388d6+48
6950d10+14500-398d6+50
7050d10+15000-408d6+52
7150d10+15500-418d6+54
7250d10+16000-428d6+56
7350d10+16500-438d6+58
7450d10+17000-448d6+60
7550d10+17500-458d6+62
7650d10+18000-468d6+64
7750d10+18500-478d6+66
7850d10+19000-488d6+68
7950d10+19500-498d6+70
8050d10+20000-508d6+72
8150d10+20500-518d6+74
8250d10+21000-528d6+76
8350d10+21500-538d6+78
8450d10+22000-548d6+80
8550d10+22500-558d6+82
8650d10+23000-568d6+84
8750d10+23500-578d6+86
8850d10+24000-588d6+88
8950d10+24500-598d6+90
9050d10+25000-608d6+92
9150d10+25500-618d6+94
9250d10+26000-628d6+96
9350d10+26500-638d6+98
9450d10+27000-648d6+100
9550d10+27500-658d6+102
9650d10+28000-668d6+104
9750d10+28500-678d6+106
9850d10+29000-688d6+108
9950d10+29500-698d6+110
10050d10+30000-708d6+112

Weapons and damage

The equation for weapon damage is:

Number of dice (X) * Sides on dice (Y) = Weapon damage (Z)

Restrictions are as follows:

  • Z <= Minimum level invoked for this weapon
  • X <= Y

Use your judgement on this. A level 20 final mob (meaning the highest level mob in the area) might have a weapon using the formula 4*5=20, while a level 20 starting mob (lowest level mob in the area) might have a weapon using the formula 1*20=20.

Non-standard weapons (such as a tree branch made into a bludgeon or a glass stir rod made into a short blade) should be set at half Z.

Weapon Hit, Damage, and Affect modifiers

LevelHitrollDamrollAffect Points
1N/AN/A1
2N/AN/A2
3N/AN/A3
41N/AN/A
51N/A1
61N/A2
7N/A1N/A
8N/A11
9N/A12
10N/A13
1111N/A
12111
13112
14113
1521N/A
16211
17212
1811N/A
19121
20122
21123
2222N/A
23221
24222
25223
2632N/A
27321
28322
2923N/A
30231
31232
32233
3333N/A
34331
35332
36333
3743N/A
38431
39432
4034N/A
41341
42342
43343
4444N/A
45441
46442
47443
4854N/A
49541
50542
5145N/A
52451
53452
54453
5555N/A
56551
57552
58553
5965N/A
60651
61652
6256N/A
63561
64562
65563
6666N/A
67661
68662
69663
7076N/A
71761
72762
7367N/A
74671
75672
76673
7777N/A
78771
79772
80773
8187N/A
82871
83872
8478N/A
85781
86782
87783
8888N/A
89881
90882
91883
9298N/A
93981
94981
9589N/A
96891
97892
98893
9999N/A
100991

Affect points can be spent to add special affects to the weapon, such as weapon spell or hit points.

Affect prices

AffectCost
Hitroll4
Damroll7
Strength10
Intelligence10
Constitution10
Dexterity10
Wisdom10
Charisma5
Luck5
Hit points1/5
Mana1/5
Movement1
Armor class3
Saving throws5
Resistances10

Note: Minimum spell level cannot exceed the item's minimum level invoked.

  • Spells 6
  • Class specific 12

Affect Modifiers

We add the affect modifiers and round up to the nearest point. This affects the weapon's affect points by this amount. Hitroll and damroll can be 'cashed in' for their values to be spent in other ways.

Examples

Let's make a "steel mace of tank"
It is limited to good clerics only, carried by a level 20 cleric who is invisible and the final mob, and has the magic flag.

Now, we'll figure out the weapon's damage.
4 dice with 5 sides each for a max of 20 damage.

Next, give it some affects:
According to our chart, it is +1 to hit, +2 damage, and has 2 affect points. Let's cash in the hitroll and damroll. 1*4 for the hit and 2*7 for the damage. This gives us 20 points. (You'll notice that these points are equal to the weapon's level.)

It is restricted from 7 classes, so 7*.25. It is restricted to good only, so 2*.25. Hard mob = .25, invisible mob = .25, is metal -.25.
1.75 + .5 + .25 + .25 - .25 = 2.5 points
This is rounded up to 3.

We have 23 actual points to spend on our mace.
Let's give it a +1 hitroll, +1 damroll, 6 hit points, and 6 mana.

It's that easy.

Document originally created by Tank (waverill@hotmail.com) 08/25/1998

Cost Equations

Mobs

Average money given by mob = mob's level
E.g., a level 5 mob gives 5 cp
You can deviate from this rule, but don't overdo it, e.g., a camel will more than likely yield no money, while a level 75 king may have 100 cp.

Items

  • Variables
  • A = original AC
  • B = total pluses for affects * # of affects
  • C = 50 if body armor; 25 if head, about body, or leg armor; 10 all others
  • D = flags
  • Cost = A + B + C + D
  • Variables: A = container capacity (v0)
  • Cost: A / 25
  • Variables: A = Full modifier (v0)
  • Cost: A / 8
  • Variables: A = Hours available
  • Cost: A / 10 (20 cp maximum)
  • Variables:
  • A = Food value (calculate as food)
  • B = Spell level
  • C = Sum of minimum cast levels (v1 + v2 + v3)
  • Cost = A + B + C + # of spells
  • Variables
  • A = v0
  • B = Sum of minimum cast levels (v1 + v2 + v3)
  • Cost = A + B
  • Variables:
  • A = Level
  • B = Charges
  • C = Minimum cast level (v3)
  • Cost = A + (2*B) + C
  • Variables:
  • A = Average damage
  • B = Total plusses for affects * # of affects
  • C = Flags
  • Cost = A + B + C


Note: All fractions are rounded up!

Zero Cost Items:

Minimum cast levels

Examples:

Minimum Cast Level for Armor and Bless (shown via slookup)

  • Armor
  • Mage 5, Cleric 1, Thief 101, Warrior 101, Vampire 101, Druid 1, Ranger 20, Augurer 2, Paladin 1, Assassin 6, Demon 6, Angel 1, Psionicist 101
  • Minimum cast level is 1
  • Bless
  • Mage 101, Cleric 5, Thief 101, Warrior 101, Vampire 101, Druid 5, Ranger 18, Augurer 16, Paladin 5, Assassin 101, Demon 101, Angel 5, Psionicist 101
  • Minimum cast level is 5
  • Thus, the sum of the minimum cast levels: 1 + 5 = 6

Affect cost

AffectCost
Armor classequal to AC bonus
Charisma25
Hitroll25
Luck25
Hit points2.5
Mana2.5
Movement0.5
All others50

Flag cost

FlagsCost
Beneficial5
Detrimental-5

Note: Ignore the magic flag, for this flag corresponds to the items affects.

Document originally created by Minex and Tank (waverill@hotmail.com)

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