EQIIRPG Mechanics

SSquirrel

Explorer
Here's a blurb from the press release:

"So, first off, let’s talk about game mechanics. In the same way that EQrpg was compatible with 3rd Edition fantasy role-playing, EQIIrpg runs quite easily alongside v.3.5 game rules. But the game as a whole uses a more streamlined, sleeker rule-set. We’ve eliminated a number of things — like attacks of opportunity — which have caused no end of confusion at the gaming table in the last few years. Skills and skill points are far easier to manage (no half skill ranks or cross-class skills, for example). To better reflect the way avoidance and damage mitigation work in online play, we’ve incorporated a simple defense bonus that increases with character level, just like the base attack bonus. Armor now provides damage reduction rather than a bonus to Armor Class (in fact, there is no more AC, so no more worrying about “AC/touch AC/flat-footed AC” and so on). And with all that, we’ve managed to keep all the cool little things that always separated EQrpg from normal 3rd Edition gaming: mana points, recast times, weapon delay, the neat races and classes, and so forth."

Sounds like they managed to make the mechanics different enough to be interesting. Wonder how well it all stacks together compared with the original EQRPG.

Hagen
 

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SSquirrel said:
Here's a blurb from the press release:

"So, first off, let’s talk about game mechanics. In the same way that EQrpg was compatible with 3rd Edition fantasy role-playing, EQIIrpg runs quite easily alongside v.3.5 game rules. But the game as a whole uses a more streamlined, sleeker rule-set. We’ve eliminated a number of things — like attacks of opportunity — which have caused no end of confusion at the gaming table in the last few years. Skills and skill points are far easier to manage (no half skill ranks or cross-class skills, for example). To better reflect the way avoidance and damage mitigation work in online play, we’ve incorporated a simple defense bonus that increases with character level, just like the base attack bonus. Armor now provides damage reduction rather than a bonus to Armor Class (in fact, there is no more AC, so no more worrying about “AC/touch AC/flat-footed AC” and so on). And with all that, we’ve managed to keep all the cool little things that always separated EQrpg from normal 3rd Edition gaming: mana points, recast times, weapon delay, the neat races and classes, and so forth."

Sounds like they managed to make the mechanics different enough to be interesting. Wonder how well it all stacks together compared with the original EQRPG.

Hagen


They have a defense bonus but no AC? With no AC what does BAB work against?

Hmm, I use the current EQ monster books in regular D&D games, I wonder how hard it will be to use future ones.
 

I imagine that the BAB works against the defense bonus. They could have continued calling it AC, but that might have caused some confusion ("so my AC is completely independent of my armor?"). Just a guess.

Nick
 

Kajamba Lion said:
I imagine that the BAB works against the defense bonus. They could have continued calling it AC, but that might have caused some confusion ("so my AC is completely independent of my armor?"). Just a guess.

Nick

Yeah, but then they said no more worrying about flat-footed. It probably means they simply call it defense, have it boosted by dex, dodge, magic, and advancing by class, and do not have flat-footed/denied dex rules and with armor as DR there is no difference between normal and touch ACs.

So to convert back to D&D you would just have to figure out the flat-footed and touch ACs as you did in 3.0.
 


EQII sounds a lot like a fantasy version of d20 Modern, what with all of the advanced classes, talents, and customization. Replace the 6 d20 Modern base classes with scout, priest, mage etc. Not a bad idea.

Cheers,
Cam
 

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