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How the engine handels the round system?

Posted: Tue Jan 08, 2008 6:15 pm
by Dummy
Okay since i do not know how the game exactly handels the round system from the PnP basic,
i will simply ask :)

AFAIK the expiration of Spells works like that.

A round for the engine are 6? seconds playtime.

This means a Mage could cast every 6 seconds, without improved Aclarity of course.
The casting time of the spell, determins how long the mage needs to cast.

But i have no clue how the game handels usual attacks.

If you have a certain amount of attacks every round, 3 for instance
the game would divide 6/3 and you would attack every 2 seconds ?
How does the game implants the weapons speedfactor, since there is no "initative"

One final question, the game seems to cap the amount of max attacks on 5 / 10 attacks each round,
even if i use belm and gauntlets of extraordinary Specialization

cheers

Posted: Wed Jan 09, 2008 2:57 am
by Silvanerian
Yes, a round is 6 seconds.

As far as I know, every character swings 5 times per round with melee weapons.
So if your character has 1 attack per round, 4 of those swings are just for show and 1 is real.
Believe this is hardcoded, which is why attacks are capped at 5 or 10 if hasted.

Regarding the initiative issue, this is basically displayed by 'weapon speed'. So the lower your weapon speed the quicker you hit. You'll still have only x attacks per round, you're just more likely to hit first.
Weapon speed is improved by weapon specialisation and by using magical weapons (the ol' "+" is also added to (or rather deducted from) weapons speed). Further, the smaller the weapon, the better the weapon speed.

You can test this by creating 2 equal characters in multiplayer and give one of them a two handed sword and the other a dagger or short sword and have them swing at each other.