Strife:ESO

Mechanics of Strife are very much made and suited for a Morrowind based campaign and experience. Because of the flexibility of these mechanics, after adding base game Morrowind items you can still use this PDF in other TES game campaigns other than Morrowind. This section is about alternate game campaigns you can do, with the changes that need to be made laid out.

Note: Has not yet been play-tested, meaning that though written here, they are very incomplete. This is a page primarily only for a GM.

Enemy Mechanics
AoE attacks by NPCs require targeted players to make Athletics or Acrobatics rolls depending on majority armour worn to dodge if targeted at their melee range.

Difficulty is a value between 1 and 100 (that can surpass 100 or be a decimal if needed, the GM can even roll for it instead of choosing) chosen by the GM that can be even changed during combat and can be different for different enemies. It is a flexible way for a GM to balance the game in two ways: Generally, you may have all enemies at the same Damage and Health Difficulty values with these two values even being the same, but it fully depends on what is fun for you and your party, and what you and the party is looking to get out of the experience. Enemies of a large stature may be able to resist certain abilities, such as being knocked prone, stumbled or moved.
 * Damage Difficulty: A way to increase damage of enemies with higher Damage Difficulty values or decrease with lower values. Should be increased slightly for bosses, unlike Health Difficulty.
 * Health Difficulty: A way to increase the health of enemies with higher Health Difficulty values or decrease with lower values.

Enemy damage and healing is a “Modifier”, with: The “Modifier” is then plugged into equation: With the NPC output damage or healing being the dice of this equations value, i.e., NPC outputted damage or healing = d(NPC damage or healing)
 * Low/Minor damage or healing = 1
 * Medium/Moderate damage or healing = 2
 * High damage or healing = 3
 * NPC damage or healing = (Damage Difficulty)×((Player Character Level))^Modifier

Enemy health is the equation: Where Health is the HP the entity has on the UESP wiki. Knockbacks hit the target out of melee range and may make them prone (unless resisted). They also make the target Open until their next turn. Knocking down targets makes them prone.
 * HP = (Health Difficulty)×(Health/10000)×[1+((Player Character Level)/10)]

Stuns and Staggers make the target Stumbled