1
22 PLA YER'S NOTES IN THE ARENA OF DEATH by Philip Marchal A rena of Death is a game of gladiatorial combat in the fantasy world of Dragon- Quest. The players represent individual <.:om- batants in the Arena, competing against lerrifying <.:features and each other for fame and great weal th. The purpose of these Players Notes is to guide the players and to background and u sef ul information for their engagements in the deadly Arena. Attributes The Attributes a player has represent his slrength, his manual dexteri ty , his agility, etc. Each character is as signed <.:ertain values for all of h is pa rt icular Attributes. Mos t players are also ass igned a number of Unassigned Altribu te Points (UAP). These points may be distributed among any At- tributes excepl Popularity and Action Point Allowance, as long as no one Attribute is assigned more t han V. of the total number of unassigned points. Among a player 's At- tributes , five are particularly important. They are Agility , M anual Dexterity , Physical St reng tll, and Endurance and Fa tigue P oi nt s. Agility. ' Probably the most impor tant At- tr ibute wi th tile possible exception of Fatigue and Endurance Points, Agility is used in a great many game functions. A player's Agili- ty modifies the Strike Chance in Ranged , Melee, and Close Combat. The player with t he greatest Agility implements his ac t ions first in each pulse. In addition, Agility can modify a player's allempt to break out of Close Combat. Players sllould always increase tlleil' Agility by the maximum amount possible, V. of their total unassigned Attribule Poin ts . Players s hould do this becau se of the many imponant modificat io ns that Agili ty pl'O- vides and because a player must compensate for lost Agility due to wearing armor. Since the average Agility of a foe is 16, a playe r with an Agility of 16 or greater will have in- creased Strike Chances. If a player increases his Agility by';' of his tOlal UAP, his Agility sh ould be about 16. Although Agility and Phys ical St rengt h will be equally useful in breaking o"ut of Close Comba t, the modi fica- t.ions Il ighet· Agility a rfords will more than outweigh the benefits of a bigger weapon that grtater Physical Strengh provides. Physical Strength. Physical Strength dic- lales which weapons a player can tffective\y wield. Differences in Physical Strength be- tween opposing players modifies a given player's Strike Chance in Close Combat and his abili ty 10 break out of Close Combat. In general, players should try to get their Physical Strength up to 16 points. This level lets a player wield 21 of the 29 weapons, in- cluding the best weapon for use in Close Combat. Thi s level also gives a positive modification in determining the Close Com- bat Strike Chance. However , some players will want to wield the very large weapon s which does re- quire greater strength. I f so , they should raise thei r Physical Strength to 18 points which allows a player to wield three more of the most powerful A[though these bigger weapons are deadly, players must remember that they are for Ranged and rvle[ee Combat only. Since most foe s are strongest in Close Combat, they will engage player s in Close Combat. A player will find it difficult to disengage a foe in Close Comba t due to the Physical Streng th of the foe which on the average is 26. Therefore , more p ower- ful \veapons-in Ranged and Melee Combat will probably nOt be that useful. Manual Dexterity. Manual Dex t erity reSI ri<.:ts a player in <.:hoosing whicll \veapons he can use and modifies Strike Chances in Ranged, Melee, and Close Combat. Players s ho uld Iry 10 raise I heir Manual Dexterity to 17. This level gives a pos itive modification in all three types of combat and enables a player to usc 27 of t he tOlal 29 weapons and 20 of t he 21 weapons that a 16 Physical Strength allows. However, players must remember that - sbields reduce their Manual Dexterity. Therefore, a player ""'ill probably have to expend t;, of his total U A P to attain a Manual Dexterity of 17 . Even if a player wants to use t he larger weapons re- quiring a Physical St rengt h of 18 , he will not have to mise his Manua[ De xterity above 17 to wield all of t hem. Endurance and Fatigue Points. En- duran ce and fatigue Po in ts are a player's life's blood. Once a player has lost t hem, ht: is dead. Players s hould assign '14 of their total UI\P on Endurance Points and the re- ma in der, after Physical Strength, Agi[ily, and Manual Dexterity, on Fatigue Poillls. Endural)cc Points are mOI'e valuable t han Fatigue points be cause a player can lose mOl'e Fatigue Point s than he ever had. This is so because a player cannot lose both Fatigue and Endurance Poin ts in the same attack. For example, a player wil hone Fal igue Point left takes 9 points of damage. He can lose on- ly 1 point since the t'emaining R points of damage <.:annot be taken from Endurance. Weapons A player must carefully choose weapons for all uses. When choosing weapons, a player must examine all the features of each one and must always be sure he has t he Physical Stre ng th and Manual Dexterity to use it effectively. Players must be sure they have a t least one I'o'eapon s uitable for all three types of combat: Ranged, Melee and Close. Foes and Combat Technique Foes are always most effe c:t ive in Close Combat. Players always expec t Close Combal immedia te ly from foes. Oncc e ngag- ed in Close Combat, it is unlikely a player will be able to disengage because t he foe will almost always ha ve superior strength. In general, players s hould always ex- ecute some Ranged Combal befure ([osing in on a foe. Players s hould always Iry to slay in Me[ee Combat as long as possible, because in Melee Combat players will always ha ve a great man y advantages over their foes. Even if a player feels he can kill a foe in Close Combat, he sllould still try 10 slay in l'vlelee Combat as long as poss ib le because of his ad- vantages. Experience Points Experience Points are gained by players for killing foes and each other. Experien ce Points be trad ed in for increases in the value of Alt ributes. Base Chance is the best At t ribute to raise. It costs only 200 E xpe rience PoinlS and it will im:rease a given weapon's Base Chance bv 3. Increa si ng the Damagt Modifier of a given weapon and Endurance and Fa tigue values are also very useful but more expen- sive. Increasing t he values of the other At- tributes is useful but not as u sef ul as increas- ing Base Chance, Damage Mod ifier, and E n- dura nce and Faliguc Values. Players shuuld ra ise t heir Ba se Chance twice for each ra ise in Damage I'vlodifier, and Endurance and Fa tigue Values. The Damage Modifier for Close Combat weapons is must imp ort an t bel'aus e foes are most likely to fight players in Close Combat. Therefore, players should raise the Base Chance for their Close Combat weapons first. The Base Chance fOI' any pne \veapon should never be raised above 80rIJu , because 80070 is close enough to a sme hit and because, at that point, it is more impurtantto raise the values of olher Attributes. Las tly, all the raises in Hase Chance, Damage Modifier, and Endurance and Fatigue Values should be made simultaneously .••

PLA YER'S NOTES IN THE ARENA OF DEATHspigames.net/MovesScans/Moves53/ArenaODPNM53.pdffor lost Agility due to wearing armor. Since the average Agility of a foe is 16, a player with

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Page 1: PLA YER'S NOTES IN THE ARENA OF DEATHspigames.net/MovesScans/Moves53/ArenaODPNM53.pdffor lost Agility due to wearing armor. Since the average Agility of a foe is 16, a player with

22

PLA YER'S NOTES

IN THE ARENA OF DEATH by Philip Marchal

A rena of Death is a game of gladiatorial combat in the fantasy world of Dragon­Quest. The players represent individual <.:om­batants in the Arena, competing against lerrifying <.:features and each other for fame and great weal th. The purpose of these Players Notes is to guide the players and to pro~' ide background and usefu l information for their engagements in the deadly Arena.

Attributes The Attributes a player has represent his

phy~ical slrength, his manual dexteri ty , his agility, etc. Each character is assigned <.:ertain values for all of h is part icular Attributes. Mos t p layers are also assigned a number of Unassigned Altribu te Points (UAP). These po in ts may be distributed among any At­tributes excepl Popularity and Action Point Allowance, as long as no one Attribute is assigned more t han V. of the total number of unassigned points. Among a player ' s At­tributes , five are particularly important. They are Agility, Manual Dexterity, Physical St reng tll, and Endurance and Fatigue P oi nt s.

Agility. ' Probably the most important At­tr ibute wi th tile possible exception of Fatigue and Endurance Points, Agility is used in a great many game functions. A player's Agili­ty modifies the Strike Chance in Ranged , Melee, and Close Combat. The player with t he greatest Agility implements his ac tions first in each pulse. In addition, Agility can modify a player's allempt to break out of Close Combat.

Players sllould always increase tlleil' Agility by the maximum amount possible, V. of their total unassigned Attribule Poin ts . Players should do this because of the many imponant modificat ions that Agili ty pl'O­vides and because a player must compensate for lost Agility due to wearing armor. Since the average Agility of a foe is 16, a player with an Agility of 16 or greater will have in­creased Strike Chances. If a player increases his Agility by';' of his tOlal UAP, his Agility should be about 16. Although Agility and Phys ical St rengt h will be equally useful in breaking o"ut of Close Comba t , the modi fica­t.ions Il ighe t· Agility a rfords will more than outweigh the benefits of a bigger weapon that grtater Physical Strengh provides.

Physical Strength. Physical Strength dic­lales which weapons a player can tffective\y wield. Differences in Physical Strength be­tween opposing players modifies a given player's Strike Chance in Close Combat and his abili ty 10 break out of Close Combat.

In general, players should try to get their Physical Strength up to 16 points. This level lets a player wield 21 of the 29 weapons, in­cluding the best weapon for use in Close Combat. This level also gives a positive modification in determining the Close Com­bat Strike Chance.

However , some players will want to wield the very large weapons which does re­quire greater strength. I f so , they should raise thei r Physical Strength to 18 points which allows a player to wield three more of the most powerful weapon~. A[though these bigger weapons are deadly, players must remember that they are for Ranged and rvle[ee Combat only. Since most foes are strongest in Close Combat, they will engage players in Close Combat. A player will find it difficult to disengage a foe in Close Comba t due to the Physical Strength of the foe which on the average is 26. Therefore , more power­ful \veapons-in Ranged and Melee Combat will probably nOt be that useful.

Manual Dexterity. Manual Dex terity reSI ri<.:ts a player in <.:hoosing whicll \veapons he can use and modifies Strike Chances in Ranged, Melee, and Close Combat.

Players should I ry 10 raise I heir Manual Dexterity to 17. This level gives a positive modification in all three types of combat and enables a player to usc 27 of the tOlal 29 weapons and 20 of the 21 weapons that a 16 Physical Strength allows. However, players must remember that - sbields reduce their Manual Dexterity. Therefore, a player ""'ill probably have to expend t;, of his total U A P to attain a Manual Dexterity of 17. Even if a player wants to use the larger weapons re­quiring a Physical St rengt h of 18 , he will not have to mise his Manua[ Dexteri ty above 17 to wield all of them.

Endurance and Fatigue Points. En­durance and fatigue Poin ts are a player's life's blood. Once a player has lost them, ht: is dead.

Players should assign '14 of their total UI\P on Endurance Points and the re­mainder, after Physical Strength, Agi[ily, and Manual Dexterity, on Fatigue Poillls. Endural)cc Points are mOI'e valuable than Fatigue points because a player can lose mOl'e Fatigue Point s than he ever had. This is so because a player cannot lose both Fatigue and Endurance Poin ts in the same attack. For example, a player wil hone Fal igue Point left takes 9 points of damage. He can lose on­ly 1 point since the t'emaining R points o f damage <.:annot be taken from Endurance.

Weapons A player must carefully choose weapons

for all uses. When choosing weapons, a player must examine all the features of each one and must always be sure he has the Physical Strength and Manual Dexterity to use it effect ively. Players must be sure they have a t least one I'o'eapon suitable for all three types of combat: Ranged, Melee and Close.

Foes and Combat Technique Foes are always most effec:t ive in Close

Combat. Players ~hould always expect Close Combal immedia te ly from foes. Oncc engag­ed in Close Combat, it is unlikely a player will be able to disengage because t he foe will almost always have superior strength.

I n general, players should always ex­ecute some Ranged Combal befure ([osing in on a foe. Players should always Iry to slay in Me[ee Combat as long as possible, because in Melee Combat players will always ha ve a great man y advantages over their foes. Even if a player feels he can kill a foe in Close Combat, he sllould still try 10 slay in l'vlelee Combat as long as possib le because of his ad­vantages.

Experience Points Experience Points are gained by players

for killing foes and each other. Experien ce Points ca~1 be trad ed in for increases in the value of Alt ributes.

Base Chance is the best At tribute to raise. It costs only 200 Experience PoinlS and it will im:rease a given weapon's Base Chance bv 3. Increasi ng the Damagt Modifier of a given weapon and Endurance and Fatigue values are also very useful but more expen­sive. Increasing the values of the other At­t ribu tes is useful but not as useful as increas­ing Base Chance, Damage M odifier, and E n­dura nce and Faliguc Values.

Players shuuld ra ise t heir Base Chance twice for each ra ise in Damage I'vlodifier, and Endurance and Fatigue Values. The Damage Modifier for Close Combat weapons is must import an t bel'ause foes are most likely to fight players in Close Combat.

Therefore, players should raise the Base Chance for their Close Combat weapons first. The Base Chance fOI' any p ne \veapon should never be raised above 80rIJu , because 80070 is close enough to a sme hit and because, at that point, it is more impurtantto raise the values of olher Attributes. Lastly, all the raises in Hase Chance, Damage Modifier, and Endurance and Fatigue Values should be made simultaneously .••