d10 Pass/Fail. Simplicity is desirable since the game will, essentially, take place on multiple levels. However, rolls should be used mainly for combat and opposed activities, maybe things like item creation to a lesser extent.
Anything temporary increases with time, anything permanent with interaction.
You have three things which you can run out of, and really don't want to:
Health, which is how much direct damage you can withstand before you're no longer able to do stuff. This is typically significant only in duels between casters.
Mana, necessary for most short-term magical spells, from cooling a glass of water to tossing a sphere of fire. Mana is replenished by the caster themselves, naturally, over time. Mana is regained quickly, but is of relatively little use beyond small-scale magic.
Essence, used primarily in spells of a grander scale, which is considerably harder to restore than mana. Essence is typically regained only through the territory one controls, and for the most part is utilized only in extremely powerful spells, or ones which are meant to affect a large area.
Green Rabite: So anyway. For projectage, things that need to be covered by stats:
- Dueling (HP/Wounds, Mana, dodging, etc.). Probably bought with exp at an affordable price. - 'Speed' stats (Research, Chanelling, and anything else that makes you do other stuff faster). These will probably be bought with exp. Fairly pricey. - Magic spheres, which will need huge amounts of research -or- be increased by something like: "Every 1000 XP, you get +1 to one of these." - Anything which increases automatically over time; these should not be stats so much as expendable things, i.e. essence.
Another thought: Maybe research, item creation, etc. speed really should be spend-exp. i.e. You have 5 Research, every 10 XP you spend is 5 points towards your goal. But, that encourages hoarding XP until you get high whatever, which is an undesirable thing to have happening. Researching spells and raising duel stats might not be bad too share. Item creation, however, might be, especially if a lot are just for 'practice' and/or consumable.
Damage-raiser? Or, should that be purely spell-based?
Chanelling (the amount of Essence that can be spent at once)
Getting Essence from territories?
- Can be used to learn about territories before taking them over.
- Can be used to add resources/whatever to territories (by 'finding' something you didn't know about before)
- Can tell stuff about other people.
Essence, casting time, item creation. Based on real-world time.
You start out with 1 territory, your base. When you acquire a new territory, you roll for what stuff it has.
Resources: Instantly acquired or must be harvested, consumable or renewable?
An artificer decides to make something. Making things takes 'static' time (essence, research, etc.). The special effects (+5 Mana, +1 essence/turn, shoot rays of fire, etc.) on items are called 'Factors'. The artificer might have some choice about what it generally is (a sword, a ring), but the Factors would be almost completely random. Artificing skill would determine the maximum amount of factors on an item, but that might be slightly random too (i.e. Artificing level +1d4). Research would allow the artificer to later cause a specific Factor to appear on another item.
For example, somebody gets +5 Mana on an item, and like this. They Research the +5 Mana factor, and later on can cause it to be on any item they make.
All territory potentially has resources, determined randomly when said territory is acquired. These are things like gem, stone, wood, crystal, gold, and so forth. Time can be spent (and possibly, golems can be constructed to do it automatically, for a committed essence cost) to gather these resources, which are then used in artificing.
It would probably be possible to make some items with no resources, but they'd have limited factors, probably not as good, versatile, or numerous.
An item would get random factors based on the materials used in it, some good and some bad. Research could again be done to, in the future, make a specific factor show up when using the material in question. Probably no research to prevent unwanted factors showing up, because instead:
Items could be refined, taking up time to remove undesirable factors, and possibly add other ones with the newly-freed space. Might be possible to refine materials before using them, too.
It would be possible to artifice components, too--i.e. make a magic gem, then use that in your magic sword.