Difference between revisions of "MRPG Combat and Magic old 2"

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similar to the [[Mage Wars PnP|pen and paper]] version of the game, the RPG uses Attack, Defend, Success, and Resistance Values, however they are calculated differently. Again like the PnP game ability to hit is determined by Variable Attack and Variable Defense, if AV is greater than DV the attack is a success. Damage is determined by weapon and armor values.
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'''Note:''' Doing a complete overhaul of the page.
  
==Attack Formulae==
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This page covers attack and damage rolls, spell-casting, special abilities, and various other tidbits related to fighting. For how to carry it out on the tabletop, see [[MPNP Combat Instances and Rounds|Combat Instances and Rounds]]. This page is mostly about dice.
Attack is calculated in two ways: Base Attack Value and variable Attack Value.
 
  
===Base Attack Value===
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==Attack and Defense==
The base AV is the sum of all stats and skills according to weight, subject to change by [[MRPG Facet List|facet]](certain facets can increase or decrease AV).
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Dice roles(using [[MPNP There is No Twelve|There Is No Twelve]]) come in Attack Value and Defense Value. How these values are calculated depends on the character class and the type of attack being made. For example: a simple sword attack would be ''Weapon Proficiency: Bladed" + any bonuses(such as ''Special Proficiency: Melee''). Refer to individual [[Mage Wars RPG Classes|Class]] pages for table calculations.
  
By default, all Proficiencies have a weight of 2(increased or decreased by facets). The equipped weapon determines which proficiency is being used(E.G.: A character using a long sword would calculate AV with Weapon Proficiency, Swords x2)
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An attacker rolls Attack and the defender rolls Defense. Whoever comes up with the the highest number of points, wins. Each time a character(be it Player or non) is the target of an attack, they loose 1 defense dice after their defense roll. After determining of the hit is successful or not, roll for damage.
 
 
===Variable Attack Value===
 
Each weapon comes with a Var AV score, a random number selected from a range of numbers. When attacking, the Var AV is calculated and multiplied by the same weight associated with the weapon proficiency.(E.G.: a basic longsword has a Var AV of 1-6, the computer selects a random number between 1 and 6 and multiplies that number by the weight applied to the character's skill in swords). This number is then added to the Base AV to determine the actual Var AV of the attack.
 
 
 
'''Example:''' a character has a Base AV of 70 and is equipped with a Long Sword. He scores a 6, x2 = 12 +Base AV 70 = Var AV of 82.
 
 
 
==Defense Formulae==
 
Defense is calculated much like Attack with a Base DV and Variable DV.
 
 
 
===Base Defense Value===
 
Base DV is calculated like Base AV but with a different series of weights. The DV score also comes from the total Armor Class(AC) and the armor's Variable Defense Value.
 
 
 
===Variable Defense Value===
 
Only the player's chest piece has a Var DV score. Just like in calculating attack, the Var DV is multiplied by the armor multiplier which by default is 3.
 
 
 
'''Example:''' a player has a Base DV of 68 and armor with a Var DV of 1-6, they get a 4. 4x3 = 12, 12+6=80, the Var DV for that round of combat is 80
 
 
 
==Damage Calculation==
 
In the above examples we came up with a total calculation of Var AV 82 and Var DV of 80. In this instance the attacker would have successfully struck the defender. This is where damage calculation comes into effect.
 
 
 
The Var AV is used again in damage calculation. The damage formulae is (Av Strength Weight + Weapon Skill) x Weapon Weight + Var AV, with Var AV being calculated a second time on the damage roll.
 
  
 
===Critical Hits===
 
===Critical Hits===
A Critical Hit doubles the Weapon Skill Weight for damage calculation.
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A basic critical hit is made whenever the target rolls zero points on defense. Critical hits deal double damage, and may have additional special effects.
 
 
==Success Formulae==
 
 
 
===Base Success Value===
 
 
 
===Variable Success Value===
 
 
 
==Resistance Formulae==
 
 
 
===Base Resistance Value===
 
 
 
===Variable Resistance Value===
 
 
 
==Formulae Weights==
 
Unlike the [[Mage Wars PnP|PnP]] game which draws from individual stats, the MMO totals weighted values of every stat. The weights for calculation are:
 
 
 
<table border="1">
 
<tr>
 
<td>'''AV Weights'''</td><td>'''DV Weights'''</td><td>'''SV Weights'''</td><td>'''RV Weights'''</td>
 
</tr>
 
 
 
<tr>
 
<td>
 
 
 
<table border="1">
 
<tr>
 
<td>'''Stat'''</td><td>'''Weight'''</td>
 
</tr>
 
 
 
<tr>
 
<td>Strength</td><td>90%</td>
 
</tr>
 
 
 
<tr>
 
<td>Speed</td><td>40%</td>
 
</tr>
 
 
 
<tr>
 
<td>Intelligence</td><td>10%</td>
 
</tr>
 
 
 
<tr>
 
<td>Stamina</td><td>50%</td>
 
</tr>
 
 
 
<tr>
 
<td>Dexterity</td><td>70%</td>
 
</tr>
 
 
 
</table>
 
 
 
</td>
 
 
 
<td>
 
 
 
<table border="1">
 
<tr>
 
<td>'''Stat'''</td><td>'''Weight'''</td>
 
</tr>
 
 
 
<tr>
 
<td>Strength</td><td>70%</td>
 
</tr>
 
 
 
<tr>
 
<td>Speed</td><td>50%</td>
 
</tr>
 
 
 
<tr>
 
<td>Intelligence</td><td>10%</td>
 
</tr>
 
  
<tr>
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Additionally, based on the number of points being rolled, an attack can Super-Critical. Super-Crits are based on multiples of eight, and must be the number exactly or they do not count. Additionally, the base attack still has to be a critical hit. Each level of Super-Crit adds 1 to the damage multiplier:
<td>Stamina</td><td>30%</td>
 
</tr>
 
  
<tr>
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*Base Crit: x2
<td>Dexterity</td><td>90%</td>
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**8-point Super-Crit: x3
</tr>
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***16-point Super-Crit: x4
 +
****25-point Super-Crit: x5
  
</table>
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Etc. There is no limit to the Super-Criticals. The only stipulation is that the value of the attack roll must equal a multiple of eight. Some abilities allow players to add or subtract points from their roll, this to help better hit the over-crit numbers. Players are allowed to use the abilities after rolling.
  
</td>
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===Special Attacks===
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A 'Special Attack' is any kind of attack that uses an [[MRPG Activated Abilities|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.
  
<td>
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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.
  
<table border="1">
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===Combat Conditions===
<tr>
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Many [[MRPG Effects|effects]] matter in combat, and must be taken into consideration. See the effects page for the '''In Combat''' ruls for each effect.
<td>'''Stat'''</td><td>'''Weight'''</td>
 
</tr>
 
  
<tr>
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===Sneak Attack===
<td>Strength</td><td>40%</td>
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A sneak attack is any attack that is unexpected. Any class can make a sneak attack. Mages can make sneak attacks with physical or mystical spells(but not Effect spells).
</tr>
 
  
<tr>
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Attacks can be considered unexpected if the attacker is outside of the enemy's site line, the target is suffering from some sort of debilitating [[MRPG Effects|effect]]. The same rules apply if the target is able to see the attack coming, but is somehow rendered defenseless(E.G. knocked down, stunned, etc).
<td>Speed</td><td>10%</td>
 
</tr>
 
  
<tr>
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There is no automatic bonus to damage for making a sneak attack, refer to individual [[Mage Wars RPG Classes|character class]] pages and weapons for their sneak-attack effects.
<td>Intelligence</td><td>90%</td>
 
</tr>
 
  
<tr>
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===Dodge and Evade===
<td>Stamina</td><td>90%</td>
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Dodge and Evade work exactly the same way but have different governing stats. Only players with the Evade proficiency may use the Evade governing Stat, all other players follow the rules for Dodge('''E.G.''' Mages who don't have the Evade proficiency still use DEX for dodge attempts).
</tr>
 
  
<tr>
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Dodge is a different way of calculating Defense. All characters have an innate Dodge ability equal to one-half their Dexterity score. If a character lacks another source of defense(such as an Armor proficiency), they can use this to make a defense role. Additionally, Special Proficiency: Dodge allows a player to build an actual skill based around not getting hit. If a character posses the Dodge proficiency, they use that for Defense rolls. Just like in normal defense, the character looses 1 point of Dodge with ever attack. If they DO NOT possess the proficiency and have NO OTHER defensive proficiencies(such as Armor Proficiency) then their dodge is treated as an absolute minimum and does not go down.
<td>Dexterity</td><td>10%</td>
 
</tr>
 
  
</table>
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A character may have BOTH armor AND Dodge proficiencies. In this case, they would role defense separately for each method.
  
</td>
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Finally, a character who posses an armor proficiency but has had their DV reduced to 0 is then allowed to attempt Dodge rolls, again starting with a base Dodge equal to half their dexterity.
  
<td>
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Dodges are effected by [[MPNP Flourish|Flourish]].
  
<table border="1">
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==Magic==
<tr>
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A wizard leaves nothing to chance.
<td>'''Stat'''</td><td>'''Weight'''</td>
 
</tr>
 
  
<tr>
+
By which is meant: spells(and Talents) do not require Attack Rolls. Instead, Spells use the Star Rating System to determine their effectiveness. Spellcasting is not based on the star rating of the player; rather, like Activated Abilities, each spell has its own number of Stars.
<td>Strength</td><td>50%</td>
 
</tr>
 
  
<tr>
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Some Mobs and Players may have a raised Star Rating specifically for spells. Most do not.
<td>Speed</td><td>20%</td>
 
</tr>
 
  
<tr>
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===Spell Resistance(Damage Reduction)===
<td>Intelligence</td><td>90%</td>
 
</tr>
 
  
<tr>
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Fill in Later.
<td>Stamina</td><td>70%</td>
 
</tr>
 
  
<tr>
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==See Also:==
<td>Dexterity</td><td>30%</td>
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*[[Mage Wars RPG]]
</tr>
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*[[MRPG Dual-Wielding]]
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*[[MRPG Magic]]
  
</table>
 
  
</td>
 
</tr>
 
  
</table>
+
[[Category:Mage Wars RPG OLD]]

Latest revision as of 22:12, 4 March 2019

Note: Doing a complete overhaul of the page.

This page covers attack and damage rolls, spell-casting, special abilities, and various other tidbits related to fighting. For how to carry it out on the tabletop, see Combat Instances and Rounds. This page is mostly about dice.

Attack and Defense

Dice roles(using There Is No Twelve) come in Attack Value and Defense Value. How these values are calculated depends on the character class and the type of attack being made. For example: a simple sword attack would be Weapon Proficiency: Bladed" + any bonuses(such as Special Proficiency: Melee). Refer to individual Class pages for table calculations.

An attacker rolls Attack and the defender rolls Defense. Whoever comes up with the the highest number of points, wins. Each time a character(be it Player or non) is the target of an attack, they loose 1 defense dice after their defense roll. After determining of the hit is successful or not, roll for damage.

Critical Hits

A basic critical hit is made whenever the target rolls zero points on defense. Critical hits deal double damage, and may have additional special effects.

Additionally, based on the number of points being rolled, an attack can Super-Critical. Super-Crits are based on multiples of eight, and must be the number exactly or they do not count. Additionally, the base attack still has to be a critical hit. Each level of Super-Crit adds 1 to the damage multiplier:

  • Base Crit: x2
    • 8-point Super-Crit: x3
      • 16-point Super-Crit: x4
        • 25-point Super-Crit: x5

Etc. There is no limit to the Super-Criticals. The only stipulation is that the value of the attack roll must equal a multiple of eight. Some abilities allow players to add or subtract points from their roll, this to help better hit the over-crit numbers. Players are allowed to use the abilities after rolling.

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.

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.

Combat Conditions

Many effects matter in combat, and must be taken into consideration. See the effects page for the In Combat ruls for each effect.

Sneak Attack

A sneak attack is any attack that is unexpected. Any class can make a sneak attack. Mages can make sneak attacks with physical or mystical spells(but not Effect spells).

Attacks can be considered unexpected if the attacker is outside of the enemy's site line, the target is suffering from some sort of debilitating effect. The same rules apply if the target is able to see the attack coming, but is somehow rendered defenseless(E.G. knocked down, stunned, etc).

There is no automatic bonus to damage for making a sneak attack, refer to individual character class pages and weapons for their sneak-attack effects.

Dodge and Evade

Dodge and Evade work exactly the same way but have different governing stats. Only players with the Evade proficiency may use the Evade governing Stat, all other players follow the rules for Dodge(E.G. Mages who don't have the Evade proficiency still use DEX for dodge attempts).

Dodge is a different way of calculating Defense. All characters have an innate Dodge ability equal to one-half their Dexterity score. If a character lacks another source of defense(such as an Armor proficiency), they can use this to make a defense role. Additionally, Special Proficiency: Dodge allows a player to build an actual skill based around not getting hit. If a character posses the Dodge proficiency, they use that for Defense rolls. Just like in normal defense, the character looses 1 point of Dodge with ever attack. If they DO NOT possess the proficiency and have NO OTHER defensive proficiencies(such as Armor Proficiency) then their dodge is treated as an absolute minimum and does not go down.

A character may have BOTH armor AND Dodge proficiencies. In this case, they would role defense separately for each method.

Finally, a character who posses an armor proficiency but has had their DV reduced to 0 is then allowed to attempt Dodge rolls, again starting with a base Dodge equal to half their dexterity.

Dodges are effected by Flourish.

Magic

A wizard leaves nothing to chance.

By which is meant: spells(and Talents) do not require Attack Rolls. Instead, Spells use the Star Rating System to determine their effectiveness. Spellcasting is not based on the star rating of the player; rather, like Activated Abilities, each spell has its own number of Stars.

Some Mobs and Players may have a raised Star Rating specifically for spells. Most do not.

Spell Resistance(Damage Reduction)

Fill in Later.

See Also: