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mana

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Mana

Mana is generally something used for video games. Often it limits magic use and when mana is decreased to zero, spells can no longer be cast until it regenerates.

In Dice Mob, mana is used to measure how often skills can be used before the character’s inner fortitude (or whatever we’re measuring here is depleted). Not all skills have to use mana. Some might be considered so innate as to not cost mana at all. And some skills will only cost mana at higher degrees. In general, though, mana is depleted at one point per skill degree used with the skill degree being determined based on the minimum level required to use that skill in the way it is used, not necessarily the skill degree of the character. If a skill only amounts to additional dice rolled in the case of attack or defense, this does not require the use of mana.

Every character starts off with ten mana points plus two mana points per level after first. Certain races might also have additional mana points added to them as well.

Like hit points, mana should be handled either by keeping track of “mana used” that parallels the “damage taken” for hit points. The difference between the two is considered the “current mana”.

Unlike hitting zero hit points, hitting zero mana does not render a character unconscious. They simply cannot use skills requiring mana until they have recovered sufficient to use that again.

Mana Recovery

Natural recovery of mana is the same as that of hit points, one per hour of low activity, two per hour of sleep, and the recovery of all mana in a day or six hours (see hit points). Hit points and mana can be recovered in parallel. It isn’t one or the other. Also like hit points, mana potions or magical items could aid in immediate or faster recovery.

Negative Mana (optional)

A character may choose to push their mana below zero in dire circumstances, but not without cost. Each use of a skill that places a character below zero requires rolling a number of dice equal to the absolute value of their current mana. A character whose skill use drops their mana to negative three would roll three dice. Negative five, five dice. The GM would also roll three and five dice respectively as an opposing roll. All losses to the GMs dice result in actual HP damage, with zero active HP rendering them unconscious.

mana.1564463323.txt.gz · Last modified: by dungeonmaster