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. Feel free to contact me on how I can improve it! 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. Enemies of a large stature may be able to resist certain abilities, such as being knocked prone, stumbled or moved.

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 Derived 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.
 * 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.
 * Dervied Difficulty: A way to increase the HP or MP of enemies with higher Difficulty values or decrease with lower values.

Enemy damage and healing is a “Modifier”, with: The “Modifier” is then plugged into equation:
 * Low/Minor damage or healing = 1
 * Medium/Moderate damage or healing = 2
 * High damage or healing = 3

$$NPC\ damage\ or\ healing= Damage\ Difficulty \times (Player\ Character\ Level)^{Modifier}$$

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). NPCs also may do different types of attacks. Attacks dealing physical damage or involving the targets weapon use fatigue, while all other attacks use MP. All attacks use 10FP or MP, but may increase with heavier attacks in which NPCs can deal different types of CC:
 * 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; adds 40 FP or MP to the attacks cost.
 * Knocking Down targets makes them prone; adds 20 FP or MP to the attacks cost.
 * Staggers make the target Stumbled; adds 50 FP or MP to the attacks cost.
 * Stuns remove 2 seconds from the targets next turn; adds 30 FP or MP to the attacks cost.

Both NPC Health and NPC MP is the equation:

$$Derived\ Stat=Derived\ Difficulty \times \frac{Health}{10000} \times \left (1+\frac{Player\ Character\ Level}{10} \right)$$

Where 'Health' is the HP the entity has on the UESP wiki. These should be calcualated differently, giving a higher Derived Difficulty for NPCs with more MP abilities when calculating MP and a higher Derived Difficulty for NPCs with more FP abilities when calculating HP. Enemy level is their health divided by 10.