Category: hexscribe

  • True Damage

    True Damage

    Welcome to another Hexcribe column, with the theme of "True Damage", let's talk about something very important for Runarcana but little worked so far by the "inheritance" of D&D 5th edition: The Types of Damage.

    Classic Damage

    Part of the combat mechanics of RPG systems is in the types of damage caused by the most varied types of attacks. In some systems this damage is simplified to the maximum by having only one type, while in other systems there are the most varied divisions of damage.

    Runarcana originates from the union of League of Legends and Dungeons & Dragons 5th edition. While in previous versions there were many variables that caused damage, in the fifth edition this was extremely simplified, as happened with much of the system.

    In League of Legends, the damage is divided into three categories, magic damage, physical damage and true damage. While magic damage is reduced by items that provide magic resistance, physical damage is reduced by items that provide armor. True damage is not reduced by anything, but is applied directly to the target.

    D&D itself, in its previous versions, has already applied the mechanics of damage reduction, usually in a complex way that involved categories of damage, sources of damage reduction and that was even more complicated with the types of materials and attacks that could break these resistance to damage.

    In this simplification of the fifth edition, the damages were divided into two categories Physical and Magical: While the Physical are subdivided into piercing, slashing and bludgeoning, the Magical damages are subdivided into acid, electric, force, fire, ice, necrotic, radiant, thunder, poison and psychic.

    This division mechanics helps to greatly accelerate the system, making the resistances and immunities more easily calculated and the time invested in it less. Many people may prefer it this way, but we have seen that in Runarcana, given the differences in the world (and even those brought by history) this formula has not been satisfactory.

    Reviewing Damage

    Then, the revision of the sources of damage that we are elaborating for the system for the future comes into play. Don't worry, it won't be applied yet in version 1.21 because besides being in an initial and rudimentary stage, other reforms still need to be done.

    What I share with you here are some thoughts that have guided this review, some ideas that we have that will broaden the range of possibilities while increasing strategies and even dangers. 

    Initially we want to separate the damage into two basic categories, simple damage and magic damage, referring not only to the type of damage caused, but to its source and its behavior.

    While we currently have fire damage which is damage in its own category, it isn't defined as magical damage or "physical" damage, being only the damage caused by the fire. Fire damage resistance works with this type of damage regardless of its origin. 

    What we have in mind is that fire damage remains one of the many damages within the category of "elemental damage" which is still simple damage but, at the same time, there is magic fire damage, which we will call here incinerating damage.

    While previously a resistance or immunity to fire damage would work with fire from any source, be it from a bonfire or the blowing of a dragon, with this revision this immunity would work only with the bonfire damage, since the damage caused by the dragon would become " fire magic ", or in a simplified, incinerating.

    Creating this differentiation is important and interesting in a scenario where magic is so present and creates elements that exist only through magic itself. In this case, immunity to fire damage would either have no effect with incinerating damage, or it would give maximum resistance to incinerating damage (reducing it) by half, this is part of what we are still deciding.

    Damage Resistance

    When we talk about resistance to damage, in a system derived from the 5th edition, we have the following scale "weakness, resistance, immunity and absorption". Creatures with weakness to a type of damage, receive double the damage when caused by that source; creatures with resistance receive only half the damage from a source that has resistance; creatures with immunity do not receive damage from a source that has immunity and, finally, creatures with absorption recover life points from damage caused by that source.

    Besides these resistances, there is still the "common" where the damage is caused normally, this is the normal condition in which the damage does not act in any different way and is the standard condition that the characters of the players have in relation to all the damage.

    Characteristics of Origins, Classes, Runessence, Magic or Magic Items can change this, giving the characters these varied resistances of interaction with sources of damage. Sometimes some bad condition can give vulnerability to one type of damage while a good one can give from resistance to absorption.

    These scales are interesting for improving how players evolve as well as giving more properties to fought creatures. A fire elemental that feeds on fire damage and suffers greater damage from icy sources is more interesting and suited to this creature's fantasy.

    Once the damage is divided into "simple" and "magical," the Fire Elemental could absorb fire damage but have no interaction with "incinerating" damage, receiving damage from that source as usual. The logical explanation for this would be that the incinerating damage, although it has the nature of fire, acts in a magical way, affecting the very magic that makes it exist. Perhaps instead of receiving this damage it normally had only resistance or even immunity, variations that could be explored by fire elementals of different levels of power.

    Types of Damage

    The aspect of resistance is just one of those we intend to address in this damage review, another very important aspect is the variety of these sources. While D&D 5th edition brings a total of 13 types of damage, the damage review we are working on may have around 30 different types of damage, with some being variations of simple damage made magical.

    This would work as explained above, the fire damage would be the simple damage of the element itself, generated by normal and physical sources, while the incinerating damage would be the damage caused by fire of magical origin, such as spells, magical creatures, etc. The list below represents a bit of how this will be if we take this direction:

    • Acid Damage - Antimonic
    • Lightning Damage – Plasma Damage
    • Force Damage – Runic Damage
    • Fire Damage – Incinerating Damage
    • Cold Damage – Glacial Damage
    • Thunder Damage – Vibrational Damage
    • Radiant Damage – Luminary Damage
    • Poison Damage – Toxic Damage

    In this list we see the magical equivalence of each of these types of damage, which would generate new interactions and would give the magic an extra importance that may be necessary in a review of the magic in Runarcana.

    In addition to the damage mentioned above, D&D 5 has "physical" damage which is subdivided into " slashing, piercing, bludgeoning". These damages are part of the category of physical damages and the immunity to them normally addresses the 3 subdivisions, but how would they look in this damage review?

    • Slashing Damage – Lacerating Damage
    • Piercing Damage – Incisive Damage
    • Bludgeoning Damage – Crushing Damage

    In this way, we would disconnect the physical damage as a synonym of "simple" damage and we would have magical physical damage. Magic that would cause these types of damage would go through resistances and immunities to non-magical physical damage. This makes it much easier to explain the damage of magic punches, magic swords among many other possibilities.

    Complications

    If you have added the damage presented above, you have noticed that they total 22 types of damage, which conflicts with my information that we think of more than 30 types of damage. What would these others be?

    • Dark
    • Psychicologic
    • Disruptive
    • Necrotic
    • Lunar
    • Solar
    • Magmatic

    These are just some of the types of damage we're working on at the moment, still sizing up how they would work, what their sources would be and what their interactions would be.  Really, on a first look, it just seems that we are bringing more complications to a D&D based 5th edition system, but it's no secret to anyone, who has read the article"Past, Present and Future", that step by step we seek Runarcana to be an autonomous system.

    These many new sources of damage would turn every skill choice into a potentially important one, immunities would be paradoxically more and less important because just as the possibilities of player damage would increase, so would their antagonists.

    The other damages that are not listed above are still thoughts, ideas that we are evaluating not only as to their viability, but also whether they would not be redundant or even so rare and unique that they would lose importance. 

    It may seem like bringing an unnecessary complication load in a system as lean as the 5th edition, but maybe this is a plague from someone who played 3.5 for so long (me, Arddhu) and from someone who likes to have crazy ideas (Luke). But the fact is, this excessive simplification in everything ends up bothering when we think about variety.

    True Damage

    In the midst of so many types of damage, perhaps there is a thought of bringing the "most important" League of Legends damage to Runarcana, the "True Damage", a damage that is neither physical nor magical, not even common, but a damage that precisely reaches the target by breaking any form of resistance to damage.

    One of the sources that we cogitate on to bring about such true damage is called "Disruptive" damage, which would be something like "the damage caused by the forced disconnection of atoms in an area. Something a bit pseudo-scientific but that would find its validity within the universe of Runeter through sources like the ultimate of Vel'Koz. Another way of referring to this damage could be "nullifying".

    Bringing this category to more damage would perhaps be very harmful for beginners, however when you think of high levels, or even Epic levels, where a lot of power has been gained, is perhaps one of the best ways to solve collisions.  Obviously, such an "absolute" type of damage would certainly be reserved for extremely powerful techniques, carried by true Legends or Epic creatures. 

    Every thought we have in this reconstruction of the types of damage has to be thought on several levels and aspects: how this damage behaves, what sources cause it, what is the reason for it to exist, how unique it is, how powerful it can be, how destabilizing it can be?

    With each answer obtained, we achieve a better understanding of both the "question" we want to solve and the "answer" we find to it. Doing something, just for doing it, often ends up generating great dissatisfaction (justified) of the people who use the system and this is something we do not want.

    Conclusion

    All the above steps, thoughts and ideas, are subject to modification. This idea is still in an early stage and will go through many filters, iterations and reflections before it can be made viable.

    As I said above, we don't want to do this just for the sake of doing it, but we want to do it because until that moment we see that it is something important, functional and that it will respond to the needs that we have for future plans, giving all classes, abilities, powers and choices a meaning that is not empty.

    Many of these choices can be made in a purely aesthetic way, but in other cases they end up fulfilling and meeting certain thematic demands. After all, who has never found strange the Brand being made of fire and Annie throwing flames on it and still cause damage? 

    In search of making this system increasingly better, more fun and dynamic we develop these thoughts.

    I hope you enjoyed this article and see you next week!

  • Narrative Speculation

    Narrative Speculation

    Hello Summoners, welcome to another article in the Hexcribe column, with the title Narrative Speculation, let's talk about some facts that permeate the community of content creators and also Runarcana.

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  • Runesmith

    Runesmith

    The Future Rework of the Techmaturge

    Hello everyone, welcome to another article in the weekly column Hexcriba, with the title of Runic Blacksmiths, the Future Rework of Techmaturge, come follow a little of the thoughts that should parameterize this future rework, planned for version 1.22.

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  • Past, Present and Future

    Past, Present and Future

    The RPG Runeterra Roadmap

    Greetings summoners!

    Welcome to the first article of the "Hexcribe" column, a weekly column where I will write about the Runeterra RPG without fixed themes. In one week I can talk about ideas for some creation, developing with you the thoughts that lead to it, while in the next week I can criticize some narrative decision from Riot or just talk about some subject I consider pertinent.

    To debut the column, the subject I chose was exactly the Runeterra RPG system, talk a little about your past, tell about the troubled present with the launch of the Legends of Runeterra adventure in DnD Beyond, and share a little of what we planned for the future. Even before starting the text, I leave the warning that it will be a long article, but I guarantee that those really interested in Runeterra RPG will be rewarded.

    Past

    Runeterra RPG was born from the will of a veteran with more than 20 years of RPG to play adventures in this world that he learned to love called Runeterra, thanks to a little game called League of Legends with which he had contact in 2013.

    A little of this story is already known by those who read the preface of the books, but it is probably not known by those people that this same veteran (this writer who speaks to you) has always had a tradition of creating, translating and disseminating RPG content over the Internet, since the 1990s.

    As ideias que fizeram o Runeterra RPG ser firmado como ele é hoje foram fruto de muito pensamento e raciocínio tanto sobre RPG no geral quanto em como seria uma boa adaptação de League of Legends, algo que explorasse esse mundo em construção e que carecia de um material feito com paixão.

    Thoughts of doing this little by little have even emerged, perhaps creating a class, a race, a power or any other element and little by little putting everything together in a big patchwork quilt. But that didn't sound good from the beginning, remember what I said about passion? Because then, a passionate person usually flirts with madness and that's what Runeterra RPG became as a project, something crazy, especially because it's something totally free.

    If in the past RPG in Brazil much of the knowledge was reserved for those who had money for imported books and refused to share it with others, or if they circumvented this barrier through the xerox generation or even gave values to the first translations, much of this is due to a kind of greed of people with knowledge. 

    Many who learn a lot about some subject tend to think this makes them special, different and part of an imaginary elite. No wonder, during the 90's it was common for the lack of access to material to create some aberrations, like masters who held the power in their hands because they had the coveted books.

    This is the great reason why the RPG Runeter was conceived as a free project from its beginning. Piracy has existed since the 90's through photocopying (xerox) and in the 00's it escalated with an enormous force thanks to electronic means. If on the one hand book piracy reaches authors and publishers, at the same time it democratizes access to information. So that it was not necessary to appeal to piracy, the model chosen was the free one from the beginning.

    A system up to a certain point open, based on a "public" license that allows the creation of variations, added to a first level intellectual property, promoted by one of the most important companies in the game industry... two elements that were ready and waiting to be united by someone who could not profit directly from it, would do so out of passion for both elements.

    Thus the RPG Runeterra was born in a shy way, in version 1.0 fully diagrammed in Microsoft Word and created based on content available on the Internet. Basically the first version was a great collection of formatted material and organized in just one place, with very little creation and innovation. 

    But this release was just a trap card, prepared to capture incautious people as crazy as the creator of this, who had an interest in going beyond, create something much broader than the first 60 pages, people who had the willingness to dare and patience to deal with such a boring writer.

    Luke Nitole appeared, we quickly understood each other and realized that we had, if not the same initial goal, an ability to "contaminate" the other with his ideas and visions. That's how Runeter 1.01 was born, which was a testing space made with this new collaborator, who from that moment on became co-author and co-creator. 

    Thus was born Runeter 1.1, a milestone in this project because it brought a creation of content surrealy greater than what existed until then. Classes were created, the Races became "Origins" and were modified, the system was designed as a branch of D&D 5th edition and reached the general public of RPG.

    If the launch of 1.1 was a milestone and a happiness, they just weren't bigger than the will to go further, create more and more, especially by the gratifying reception of the community and the affection transmitted by the interested people who became fans. With this version 1.2 came quickly to try to stabilize the system, bring corrections and many new content that were developed so that the experience with Runeterra RPG became even better.

    And that brings us to the present.

    Present

    While I write this article, version 1.21 is in production and I can tell you that it should be released in the next few days. But don't expect too many revolutions, not even complete reformulations. Version 1.21 comes to further consolidate the system, organize content that has been redone and revised and try to bring a sea of calm to those who can no longer stand the spelling mistakes, continuity or other errors of a production made by fans.

    In this version we will bring a new Source, the Rework of Ki Practitioners, as well as other content released since version 1.2 through the Vault, Hotfixes or other Reworks. Repeating again, it is a consolidation and stabilization version for those who use the system, provided by the contributions made by fans and people who have dedicated even a little of their time to send found errors (thanks Kenpachi).

    The release of version 1.21 also serves as a starting point for the production of the English version which is potentially fuse for production in other languages, interest has already been shown and this has just not happened yet due to the lack of solidity of the system, it is terrible to try to maintain version in more than one language of a system that "changes" every three months.

    Still in this version, we bring some modifications in origins and classes that were only possible with the publication of new content by Riot, because these contents are what direct us to where the lore/history develops and what efforts we will have to make to adapt the system already created to the news of the world. 

    It is a somewhat complicated job, because with each new tale released, champion revealed or simply a short conversation with some Rioters, much of what we have created can be validated or completely nullified, requiring us to act quickly so that the system maintains its complete integrity with the official and canonical lore, something that we value from the beginning.

    An almost certain possibility is that version 1.21 should be the last one made so quickly and in such a small spacing. Still, we do not recommend the printing of those who wish, more solidity is necessary for you to spend your money in the production of a printed book, without there being regret or a feeling of betrayal for a short time after a revision is released. Remember, we are fans, we don't get a penny and we have to earn a living while we do it, so we are failures.

    Pertinent to the issue of printing, I say that once we have a really stable system, we will be the first to warn you about it, including with a project that may please those interested in having a physical version of this book in a legalized way and that maintains our principle of a non-commercial project in non-profit. 

    As for the present, many of you may know that DnD Beyond launched an adventure in partnership with Riot and Legends of Runeterra, with some new subclasses for the 5th edition besides monsters, items and other content. 

    At first we (I) panicked that Runeterra RPG might have to disappear, after all, we are not a company and we would be crushed if our "product" would conflict with two huge companies.  But there is no panic on the horizon, although the content released is "Official" from the point of view of having a relationship with Riot Games, it does not affect the story of Runeterra and does not even intend to be an adaptation as Runeterra RPG is.

    About legality, we have been talking to Riot in Brazil precisely in search of clarification about the continuity of the project and all indications are good so far, so although this story is not yet finished, it points us to what seems to be a good future.

    Future

    And yes, it seems that the future will be good and very profitable, without this great legal impediment, our project can be maintained and continue to exist as long as the owner of Intellectual Property (Riot Games) does not feel bothered or harmed, thus bringing the chance to improve the system even more and always bring content that aligns with the universe of Runeterra.

    But the time has come to talk about the future, something that until that moment we had kept reserved only for the members of the project and the closest collaborators. The whole RPG Runeterra is still incomplete, we can say that until version 1.21 still to be released, it will have reached about 1/5 of the original planning.

    No, you haven't read it wrong, the more than 320 pages of 1.2 that should increase considerably with 1.21, are about 1/5 of the content we planned and already have in progress. Although this is a difficult time of pandemic, it has proved to be very productive as a way to try to keep the mind away from the problems and madness that the world finds itself.

    So, let's go to the RPG Runeterra Roadmap, the planning we have for next year in search of the consolidated edition, although it will never be definitive, since Riot will probably continue developing content during this time and beyond.

    For the version 1.21 that is about to come out, we have:

    1.21

    • Text Revision of 1.2
    • Anima of Runic Scars for the Brute
    • Origin, Troll
    • Languages -Revision and organization
    • Rework and Class Review:
      • Ninja
      • Bodisatva
      • Hunter
    • Ki System for Ki practitioners

    Before version 1.22, we will have a surprise, much awaited by all fans of Runeterra RPG and that will count with the interaction and participation of the community. Keep an eye on what's coming.

    1.22

    • Rework and Class Review:
      • Arcano – Revisão
      • Techmaturge – Rework
      • Combatant - Revision
    • Epic Levels
    • Capstone in Subclasses
    • Magic Review + Types of Damage
    • Conjuration Chapter

    We know that the Arcane as well as the Techmaturge and the Combatant need an additional affection, with more consistency between the levels and a better definition of the power peaks of each of these classes.

    The Epic Levels are coming: Your dream is to have a campaign and go beyond level 20? Let's try to make it viable.

    As for the Capstone of Subclasses, we intend that the level 20 of all the classes do not have a class characteristic, but a subclass characteristic, rewarding those who stay faithful to a class and do not run to multiclass in search of combos that have early peak power but do not become so interesting in the long run.

    In the Magic Review + Types of Damage, we will complicate things a bit, giving more options and possibilities and expanding the range of both magic and types of damage caused, with a better definition of them, their sources, resistance, vulnerabilities, among others.

    1.23 and 1.24

    • Runessences

    In these two versions, we intend to expand the available Runessences addressing aspects not yet fully covered by the system until this moment, through sets of Runes that have a theme and history as we are already used to in the world of League of Legends.

    Essas Runessências servirão para consolidar esse sistema, trazendo talvez até uma revisão menor das já existentes até essas versões. Queremos dar mais possibilidades e formas de permitir personalizações cada vez mais únicas para os personagens criados, recriando e celebrando a grande diversidade de Runeterra e do Runeterra RPG.

    1.2?

    After the previous versions, our plans are mostly open, because much of what we do is directed by the Riot releases, as in this time can be released champions, more detailed information about regions and other characters that bring us the need for adaptation.

    1.3

    A versão “oficial” e recomendada para a impressão do Runeterra RPG, contendo um sistema completo e que necessitará apenas de um livro,  equivalente ao Player’s Handbook e ao Dungeons Master’s Guide da 5ª edição e finalizando a formalização de que o Runeterra RPG é um sistema baseado na 5ª edição, mas independente o suficiente para ser auto-sustentável.

    ?

    After that, the future is uncertain and will be defined in much by what the Riot bid for content, but still does not represent the end of the journey. Besides the basic book, we intend to release at least 3 more books, which will be the following:

    Santangelo - A book of monsters and creatures containing the most complete bestiary for Runeterra and his adventures, with unique powers for monsters, additional rules, rules of lair actions among other mechanics that we find interesting to insert;

    Helium - A manual of spells, runes, sutras and other unique Class features. A true compendium of powers and possibilities to be explored by Runeter adventurers;

    Icathia - A book with dubious content, with things that have been removed from history, possibilities that have not been so well explored, and gaps that are not in full conformity with canonical history. A tribute also to the extinct website I created in the past and published fanfics.

    And if you think that's all, you're wrong, besides all the content we already publish regularly in the Vault, remember that yes Riot releases content often, this often gives openness to new creations and adaptations and in some cases requires a Rework or a Review, which makes the surprise and uncertainty of the future, always allow news in the Runeter RPG.

    With this, I believe we are being as transparent as possible about our plans and goals for the future of the RPG Runeterra, demonstrating where we will invest our time, where we may need help and creations of people attuned to these goals and volunteers willing to put their hands to work under the "Dictatorial Command of an Old Man".

    I hope that with this article you also understand a little of our limitations and conditions that often make content have to be rewritten, redone or simply removed, remember our commitment to the history of the League of Legends.

    See you next week, and thanks for reading so far!

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