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This Article is in accordance with the '''version 0. | This Article is in accordance with the '''version 0.92''' of [https://runarcana.org Runarcana RPG] | ||
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Normally, exceptions to the rules are minimal. For example, a person with a physical body cannot go through a wall, but some Class spells or abilities make an exception to this rule. | Normally, exceptions to the rules are minimal. For example, a person with a physical body cannot go through a wall, but some Class spells or abilities make an exception to this rule. | ||
Almost all spells and Runes count as an exception to the rules. | |||
=== Round It Down === | |||
=== | |||
There is a general rule that is not present in Part 2 and that you need to know. Whenever it is said that a result is divided, the value should be rounded down if it ends in a fraction, even if the part of the fraction is greater than half. | |||
=== Adventures === | |||
== | |||
The RPG consists of a set of characters that are performing the adventure that the Game Master showed them. Each character brings special traits to the adventure in the form of attribute values and skills, class characteristics, traits of Origins, equipment and magical items. Each character is different and each one has its own advantages and disadvantages, so the best group is the one where each character is different from the other. Adventurers must cooperate to succeed in the adventure. | |||
The adventure is the core of the game, a story with a beginning, middle and end. Game Masters can create adventures, or they can use a ready-made one, in full, or modify it to suit their needs. | |||
In any case, the adventure will present a atmosphere of fantasy, be it a ruin, a burning castle, a desert or a busy city. There is a wide variety of character types: the player characters (PC) created and played by other players at the table and the non-playable characters (NPC) controlled by the Game Master. | |||
These characters can be clients, allies, enemies, contractors or just redundant characters in the story of the adventure. Usually, an NPC is the villain and his plan guides many adventure activities. | |||
Throughout the adventure, the character will find several creatures, objects and situations that must be dealt with in some way. Sometimes adventurers and other creatures will do their best to kill or capture each other in battle. Other times, the character will bring the target and talk to these creatures. Usually, players spend time trying to solve puzzles, overcome obstacles, discover hidden things or solve current scenarios. At the same time, players explore the world and make decisions about where to go and what to do next. | |||
The scale and complexity of adventures vary. Short adventures, known as one-shots, are adventures that have their beginning, middle and end in one single game session. A longer adventure, like a campaign, can involve hundreds of battles, interactions and other challenges and can last dozens of sessions, lasting weeks or months in real life. Usually, the end of an adventure is the return of the character to civilization to rest and enjoy the fruits of his work. But this is not the end of the story. You may think that the adventure is just one season of a TV show, consisting of several exciting episodes. A campaign is an entire show, with a series of activities performed by some characters that follow the story from beginning to end. | |||
=== The Three Pillars of Adventuring === | |||
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Players can do, or at least try, anything they can imagine with their characters that can be commonly described in 3 pillars: Combat, Exploration and Social Interactions. | |||
The '''Combat''' is mainly dealt with in Chapter 9, but the rules for using spells during combat are dealt with in Chapter 10. Combat involves all creatures united in an effort to defeat their enemy, either by killing them, holding them hostage or forcing a retreat. Combat is the element with more rigid and less malleable rules, being divided into turns so that everyone can have the chance to act. Even though it is not very malleable, it is still possible that players try the strangest maneuvers, or the most impressive acrobatics. | |||
The '''Exploration''' is, basically, the movement of characters through the world presented by the Game Master, including their interaction with objects and any environment in which they are, such as a forest, city or village. This interaction takes place through the choices of the players and the result of their actions presented by the Game Master. How to spend a few hours moving from one city to another and setting a waking shift, unraveling the riddles of an old shuriman tomb, or even cutting a rope in the middle of a forest to see what happens. | |||
The '''Social Interactions''', as the name says, is the interaction of players with the characters presented by the Game Master. It can happen when trying to convince a guard to give you access to an exclusive party, get information through a secret language or ask for mercy to a powerful enemy. | |||
Chapters 7 and 8 deal with the general rules for exploration and social interactions, as well as various traits of Origin and Class characteristics. | |||
=== A World of Magic === | |||
=== | |||
Runeterra is full of magic in all places, be it more visible and obvious as the conjuration of a fireball or in its most feared creatures, like dragons. Regardless of the way it is, magic is present daily in the day-to-day life of all beings, and is the focus of Chapter 10. | |||
Runeterra | |||
Although it is in abundance in the world, direct practitioners of magic are not so common, however, magic often appears in some of the skills of certain people. It is practically impossible that a campaign ends without anything magical happening, even in anti-magical regions like Demacia, it is present everywhere, trapped inside the petricite that its walls and houses are made of. | |||
Magic is the key to the survival of the players, because without the healing of the acolytes, the explosive power and versatility of the Arcanes or the magical support of the Pilgrims, it is very likely that the other characters would quickly succumb before their enemies. | |||
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