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Player Handbook
Firebot RPG was built to be as simple as possible on the front end since it is meant to be played through a chat interface. However, the backend is a deep system of different mechanics that we'll cover here for anyone wanting to dive deep into the game.
All characters in the game have certain equipment slots they're able to equip items to. These slots are:
- Main Hand (main) - The main hand slot for weapons.
- Off Hand (off) - The off hand slot, for weapons or shields.
- Armor - The armor slot, which contains a full set of whatever armor you're wearing.
- Backpack - The backpack slot is a temporary slot. When you get loot, it will go to your backpack for you to review if you want to equip it. If you get another item, the previous item in the backpack will be discarded. It only holds one item.
All weapons in the game will have at least one weapon property on it. These have special effects in combat.
- Ammunition - This is a ranged weapon which must be reloaded to fire. It has penalties when used in melee combat, but most of the time has tremendous range.
- Finesse - This weapon will use only DEX for it's hit bonus.
- Heavy - This weapon will use only STR for it's hit bonus.
- Light - This weapon will ignore the innate chance to miss if it's used in the off hand.
- Reach - This weapon will get one free melee attack at the start of melee combat.
- Thrown - This weapon is treated as a ranged weapon, but typically has short range. It does not have penalties in melee combat.
- Two-handed - This weapon requires both hands to use.
- Versatile - This weapon will use your highest stat out of STR or DEX for it's hit bonus.
All armor and shields will have armor properties.
- Heavy - 50% arcane failure chance, 20ft approach speed, 50% dex bonus to AC, heavy resistances to certain physical damage types.
- Medium - 30% arcane failure chance, 30ft approach speed, 75% dex bonus to AC, medium resistances to certain physical damage types.
- Light - 0% arcane failure chance, 40ft approach speed, 100% dex bonus to AC, light resistances to certain physical damage types.
In addition, you can wear no armor. In this case you get: 0% arcane failure chance, 60ft approach speed, 100% dex bonus to AC, and no resistances.
Combat is done in two phases, a ranged phase and a melee phase.
In the ranged phase, we take into account thrown and ranged weapons. This phase happens before melee combat. If both combatants are using ammunition weapons, then this phase is a simple shootout to the death. Otherwise, the combatants will get closer to each other each turn, firing and throwing weapons, until they meet and enter melee combat.
The initial distance between both characters is calculated by finding the longest range weapon in the combat between the two characters, and then selecting a random number between half that value and the max value.
The player with the shorter range weapon will then try to approach the other player, moving at a speed equal to what their armor allows each turn. If they have any ranged weapons, like thrown items, they will start throwing or shooting those items when they get in range.
Once the distance between the characters is zero, the combat shifts to melee.
The melee phase uses both main hand and off hand items to attack the other player. This is done by rolling a d20 and adding any applicable bonuses based on weapons.
Off hand items can either be weapons or shields. Shields just give bonus defense. Weapons will be used to attack each turn, but have an innate 25% chance to miss unless it has the light weapon property.
Ammunition weapons used in melee combat will always have a innate 25% chance to fumble the reload. This balances out the fact that these weapons generally hit several times before melee combat begins.
Enchantments are special effects on items that either increase the damage or defense. These do "elemental" damage in addition to the regular physical damage of the item. You can increase any or all of these up to a maximum of 100.
- Earth
- Wind
- Fire
- Water
- Light
- Darkness
For weapons, every 5 points in an enchantment equals one extra damage of that type. An example for a dagger roll if you had 5 points in Fire would be, 1d4 + 1(fire).
For armor, every 5 points gives you 2.5% resistance to the damage type. So, at max level 100 you can resist 50% of the damage from an element type.