Difference between revisions of "MRPG Combat and Magic"

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(Base Effects)
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Any attack that is unexpected counts as a sneak attack. While the decision as to what counts it ultimately in the hands of the World Shaper, the general rule of thumb is the target has to be reasonably unable to have reacted to the attack. In a Sneak Attack, there is no roll, the attack is an automatic success and moves to the Effect Dice stage.
 
Any attack that is unexpected counts as a sneak attack. While the decision as to what counts it ultimately in the hands of the World Shaper, the general rule of thumb is the target has to be reasonably unable to have reacted to the attack. In a Sneak Attack, there is no roll, the attack is an automatic success and moves to the Effect Dice stage.
  
===Effect Roll===
+
===Rolling for Damage===
Each character assembles their own "Effect Dice" for use on attacks. This is a six-sided dice where each side has been mapped to an effect on a table. Some builds will be able to add additional effect dice for more damage.
+
Instead of rolling individual damage dice, you instead roll "effect dice" that determine how effective the attack was. Each weapon deals a set amount of damage with different tiers based on the effect. Players roll three effect dice, and if any two dice show matching numbers, they get an effect based on the table bellow:
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 +
<table border="1" cellpadding="5">
 +
<tr><td>'''Side'''</td><td>'''Effect'''</td></tr>
 +
<tr><td>1</td><td>Glancing Blow</td></tr>
 +
<tr><td>2</td><td>Glancing Blow</td></tr>
 +
<tr><td>3</td><td>Glancing Blow</td></tr>
 +
<tr><td>4</td><td>Strike</td></tr>
 +
<tr><td>5</td><td>Full Hit</td></tr>
 +
<tr><td>6</td><td>Critical Hit</td></tr>
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</table>
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If no matches are rolled, the hit is treated as a glancing blow.  
 +
 
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A roll encompassing three 6s is a Vorpal hit and instantly kills most targets.
  
 
====Base Effects====
 
====Base Effects====
The basic effects are: Glancing Blow, Light Strike, Full Hit, and Critical Hit. How the player assembles their effect dice is up to them, but the different types have their own values. Players get 4 points to build their base effect dice with, and earn additional points from Facets and by leveling up.
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The basic effects are:  
  
*Glancing Blow - 0
+
*Glancing Blow
 
**Base weapon damage only, no bonuses for quality or + values, or special effects
 
**Base weapon damage only, no bonuses for quality or + values, or special effects
  
*Light Strike - 2
+
*Strike
 
**Base damage + special effects, no bonuses for + values or quality
 
**Base damage + special effects, no bonuses for + values or quality
  
*Full Hit - 3
+
*Full Hit
 
**All weapon damage counted
 
**All weapon damage counted
  
*Crit - 6
+
*Crit
 
**Damage Multiplied according to weapon critical multiplier
 
**Damage Multiplied according to weapon critical multiplier
  

Revision as of 20:04, 22 March 2019

This page covers the basics of combat and spell-casting within combat.

Combat has three stages:

  • Attack Roll
  • Effect Roll
  • Damage Roll

Percentage Roll

The basic roll for any action is a percentage roll. This can be done in a variety of ways, but the simplest is to use two 10-sided dice and roll one for the first number and the second for the last number. Any method is acceptable as long as it produces a number between 0-99.

Attack

Attack Roll

Each character has a score for Attack and Defense. When rolling for either of these actions, you add your attack or defense bonus to your percentage roll.

Dodge

Dodge Exists as a separate proficiency. In combat, the character rolls first for Defense, then again for Dodge, if either is successful, the attack is evaded.

Special Attacks

A 'Special Attack' is any kind of attack that uses an Activated Ability. Examples include Injure and Multi-Shot. Unless specified on the attack rules, special attacks must still roll for a normal attack and succeed. In addition, some special attacks have Star Ratings that must meet or exceed that of the target to be successful.

Some Activated Abilities can be used as a free action outside of a regular attack, at which point they have no roll. Some activated abilities(such as Multi-Shot) are specific special-attack abilities and must be combined with an attack. In these instances, the ability will be marked as a special attack.

Sneak Attack

Any attack that is unexpected counts as a sneak attack. While the decision as to what counts it ultimately in the hands of the World Shaper, the general rule of thumb is the target has to be reasonably unable to have reacted to the attack. In a Sneak Attack, there is no roll, the attack is an automatic success and moves to the Effect Dice stage.

Rolling for Damage

Instead of rolling individual damage dice, you instead roll "effect dice" that determine how effective the attack was. Each weapon deals a set amount of damage with different tiers based on the effect. Players roll three effect dice, and if any two dice show matching numbers, they get an effect based on the table bellow:

SideEffect
1Glancing Blow
2Glancing Blow
3Glancing Blow
4Strike
5Full Hit
6Critical Hit

If no matches are rolled, the hit is treated as a glancing blow.

A roll encompassing three 6s is a Vorpal hit and instantly kills most targets.

Base Effects

The basic effects are:

  • Glancing Blow
    • Base weapon damage only, no bonuses for quality or + values, or special effects
  • Strike
    • Base damage + special effects, no bonuses for + values or quality
  • Full Hit
    • All weapon damage counted
  • Crit
    • Damage Multiplied according to weapon critical multiplier

Other effects can be found as facets.

  • Vorpal
    • Instant-kill, requires a Very Fine weapon.

Damage Roll

Every weapon has a base damage dice, a + value, and might have additional effects that case damage. The various kinds of hits as covered in the Effect Dice determine how damage is dealt. On a Critical Hit, you roll for damage, then multiply it by the weapon's critical multiplier.

Defense

Defense is straightforward, when you become the target of an attack, you roll percentage and add your Defense.

Resistance

A subset of defense, this roll is used in a variety of circumstances.