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

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This page contains the primary formulas for combat and magic use.
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'''Note:''' Doing a complete overhaul of the page.
  
In Mage Wars RPG, a lot of percentages are used; all numbers are always rounded DOWN to the nearest whole-number or unit.
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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.
  
==Combat==
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==Attack and Defense==
Combat is based around 2 things: Attack and Defense(hereto reffered to as AV and DV). It all comes down to your AV and DV scores. Player's have passive AV and DV scores(Base AV and Base DV); when a player makes an attack, their Variable AV(Var-AV) is calculated. if Var-AV is higher than the target's Variable DV(Var-DV), the attack is successful and goes on to damage calculation.
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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.
  
===Calculating Base and Variable Values===
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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.
AV and DV values rely on a variety of proficiencies and stats, as well as [[MRPG Stats#Stat Modifiers|modifiers]].
 
  
====Base Attack Value====
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===Critical Hits===
Base AV is as simple as (Mod x Weapon Proficiency) + (Mod x Special Weapon Proficiency)(if applicable).
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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.
  
As covered under [[MRPG Stats#Proficiency Modifiers|Proficiency Modifiers]], proficiencies are increased according to applicable stats. For the purposes of Base AV, use the modified score.
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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:
  
====Variable Attack Value====
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*Base Crit: x2
VAR-AV is determined each time the player makes an attack. The player gets 1d20 per-rank + Weapon Dice
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**8-point Super-Crit: x3
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***16-point Super-Crit: x4
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****25-point Super-Crit: x5
  
'''Mage Wars PnP:''' A level-9 warrior would role 2d20 and add his Special Proficiency: Melee
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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.
  
'''Mage Wars RPG:''' A level 9 warrior gets 2-40 Var AV + Special Proficiency: Melee
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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.
  
A player without an applicable special proficiency does not get to add that bonus to Var-AV.
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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.
  
Some [[MRPG Facet List|Facets]] will allow the player to use the modified stat at this stage or to add in various stats.
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===Combat Conditions===
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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.
  
The weapon also has a number of damage-dice associated with it(Example: a normal longsword is 1d6). These dice are rolled once for Var-AV and again during damage calculation.
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===Sneak Attack===
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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).  
  
===Calculating Defense Value===
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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).
Defense values are based primarily on AC, so mages and other non-armor-wearers will have much lower DVs than warriors or armor-wearing players.  
 
  
====Base Defense Value====
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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.
Base AV is applicable armor-proficiency + (AC x Buffed Dexterity Modifier). Each piece of armor is assigned its own AC-Value, which is totaled for the purposes of AC calculation. In order to get max AC, the player needs to match all armor-weights. The armor proficiency used is determined by the player's chest-piece; whatever armor weight(light, medium, heavy) they wear on their chest determines which proficiency will be used. ONLY armors of this weight are used in calculating base AV.
 
  
'''Example:''' a player is wearing a (heavy)plate-armor chest piece and (light)leather boots. Armor Proficiency: Heavy is used and the AC of the boots is not included in the total base DV calculation.
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===Dodge and Evade===
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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).  
  
====Variable Defense Value====
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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.  
Players have a Var-DV of buffed (Strength Modifier)d10 and (Dexterity Modifier)d6. So a player with 20 STR and 10 DEX would role 2d10 and 1d6.
 
  
===Melee Damage Calculation===
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A character may have BOTH armor AND Dodge proficiencies. In this case, they would role defense separately for each method.
Melee and ranged weapons deal [[MRPG Damage Types|Mortal]] damage. Each weapon has it's own damage-calculation for base damage, this is then multiplied by your [[MRPG Stats#Stat Modifiers|Stat Modifier]], the buffed stat is also added. Various [[MRPG Facet List|Facets]] and other factors can affect this damage.
 
  
Once total Mortal damage is calculated, the target's AC is subtracted, hoever damage is not yet applied.
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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.  
  
Each weapon can carry a variety of [[MRPG Crafted Effects|enchantments]] which add additional non-mortal damage(see: [[MRPG Damage Types|Damage Types]]). Six damage-types are magical and are calculated according to the player's [[MRPG Magic#Spell Resistance|spell resistance]]. Resistences are percentage-based and ALWAYS ROUNDED DOWN.
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Dodges are effected by [[MPNP Flourish|Flourish]].
 
 
There is also untyped or "supplemental" damage.
 
 
 
Once ALL damage is calculated, final damage is totaled and applied.
 
  
 
==Magic==
 
==Magic==
Magic is based on Success and Resistance and uses a very similar system to melee damage. All characters calculate Success and Resistance values(SV and RV) regardless of whether or not they are a mage. Obviously non-mages will have significantly lower RV than mages.
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A wizard leaves nothing to chance.
  
Just like in melee combat, if the caster's success is higher than the target's resistance, the spell is successful and hits the target.
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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.  
  
===Calculating Success Values===
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Some Mobs and Players may have a raised Star Rating specifically for spells. Most do not.
Since mages lack Special Proficiencies, the calculations work differently.
 
  
====Base Success Value====
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===Spell Resistance(Damage Reduction)===
All magic uses the Intelligence-stat as a modifier in calculating Success and Strength in determining final damage. Hence, mages must be both strong and smart. Base Success is Magic Proficiency + Lore if casting from a spellbook, and Magic Proficiency X 2 if casting from memory. Exo-Mages also add their buffed Intelligence to the final Base Success Value.
 
  
All endo-magic proficiencies use the buffed skill while exo-mages use unbuffed. This means endo-mages will land their attacks more often but exo-mages do more damage.
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Fill in Later.
 
 
====Variable Success Value====
 
Variable Success is Base + (Rankd20 x Intelligence Modifier). Exo-mages also use their Buffed Intelligence in this calculation.
 
 
 
Again various facets and factors can modify this.
 
 
 
===Calculating Resistance Values===
 
All characters have a Resistance Value or RV. RV is a generic value and is unrelated to [[MRPG Damage Types|damage types]].
 
 
 
====Base Resistance Value====
 
Unlike DV, Resistance is based more heavily on stats. Vase RV is (Buffed Inteligence x Unbuffed Inteligence Modifier) + (Strength x Buffed Strength Modifier)
 
 
 
====Variable Resistance Value====
 
Each class-type has a different Variable RV-dice.
 
 
 
<table cellpadding="10">
 
<tr>
 
<td>
 
 
 
<table border="1">
 
<tr>
 
<td>'''Class'''</td><td>'''Dice'''</td>
 
</tr>
 
<tr>
 
<td>Warrior</td><td>d8</td>
 
</tr>
 
<tr>
 
<td>Ranger</td><td>d8</td>
 
</tr>
 
<tr>
 
<td>Rogue</td><td>d8</td>
 
</tr>
 
<tr>
 
<td>Exo-Mage</td><td>d20</td>
 
</tr>
 
<tr>
 
<td>Endo-Mage</td><td>d20</td>
 
</tr>
 
<tr>
 
<td>LifeBringer</td><td>d20</td>
 
</tr>
 
<tr>
 
<td>Paladin</td><td>d12</td>
 
</tr>
 
<tr>
 
<td>Battling Sorcerer</td><td>d12</td>
 
</tr>
 
</table>
 
 
 
</td>
 
 
 
<td valign="top" collspan="70%">
 
 
 
Variable Resistance Values use the Buffed Intelligence Modifier, rounded down, to determine the number of dice rolled. So a mage with buffed intelligence of 30 would roll 3d20 to determine Var-RV.
 
 
 
Note that using proficiency-swaps does not change your Var-RV dice. A Warrior who has traded proficiencies 8 times to become an Endo-Mage still uses a d8 for RV checks.
 
 
 
</td>
 
</tr>
 
</table>
 
 
 
===Area of Effect Spells===
 
Area of Effect(AOE) spells begin either at the mage or at a specified target. Success Value for the mage is rolled only once with AOE, while each target makes a seperate Resistance-check.
 
 
 
===Magic Damage Calculation===
 
Spell damage is a little bit more straight-forward than melee damage. most spells will have a single [[MRPG Damage Types]] Damage Type('''example:''' fireball deals fire damage).
 
 
 
So, if a fire-spell is successful, damage for the spell is rolled(as all spells have a variable damage) x Strength Modifier, and [[MRPG Magic#Spell Resistance|spell resistance]] is applied.
 
 
 
Some spells might have multiple damage-types, in this case each damage-type is rolled separately and totaled.
 
 
 
Damage is ALWAYS ROUNDED DOWN to the nearest whole-number.
 
 
 
==Dodge and Evasion==
 
Armor class, high DVs, and [[MRPG Damage Types|damage reduction]] all help, but the best option is never to get hit. Dodge and Evasion are Rogue/Ranger proficiencies, but any class make take them through proficiency swap. While dodge and evade are heavily dependant on the proficiency, it is possible to succeed without them.
 
 
 
===Dodge===
 
Whenever DV is bypassed, the character will automatically make a dodge-attempt. Dodge can be thought of as similar to DV but with a different set of stats. Dodge is used to attempt to avoid a physical attack.
 
 
 
Armor determines how many dodge-dice are available:
 
 
 
<table cellpadding="10">
 
<tr valign="top">
 
<td>
 
 
 
<table border="1">
 
<tr>
 
<td>'''Armor'''</td><td>'''# of Dice'''</td>
 
</tr>
 
<tr>
 
<td>Cloth/None</td><td>3</td>
 
</tr>
 
<tr>
 
<td>Light</td><td>2</td>
 
</tr>
 
<tr>
 
<td>Medium</td><td>1</td>
 
</tr>
 
<tr>
 
<td>Heavy</td><td>0</td>
 
</tr>
 
</table>
 
</td>
 
<td>
 
 
 
As you can see, the use of heavy armor effectively criples your dodge ability.
 
 
 
The dodge-dice used changes according to rank. Rank 1 uses a d8, Rank 2 uses d12, and Rank 3 is d20.
 
 
 
Dodge is also a factor of skill. As covered under [[MRPG Stats#Proficiency Modifiers|stats]], Dodge uses the unbuffed dexterity modifier as the base. Buffed dexterity is then added to the score as well as the dice. The final dodge-formula is: Dodge + (Dogde x modifier) + Dexterity + dice.
 
 
 
Only [[MRPG Rogue|rogues]] actually possess the dodge-skill by default. This does not, however, mean dodge is impossible. Mages(who typicall do not wear armor, may still succeed in the occasional dodge-check. Other classes will probably want to invest in a proficiency-swap.
 
</td>
 
</tr>
 
</table>
 
 
 
The final dodge number then has to exceed the Variable AV of the incoming attack in order to successfully avoid it.
 
 
 
===Evasion===
 
Evasion is essentially dodge for magic. Evasion relies on a combination of dexterity and intelligence, where as dodge is just dex-based. Whenever a player fails a resistance-check they will automatically attempt an evasion-check.
 
 
 
<table cellpadding="10">
 
<tr valign="top">
 
<td>
 
 
 
<table border="1">
 
<tr>
 
<td>'''Armor'''</td><td>'''# of Dice'''</td>
 
</tr>
 
<tr>
 
<td>Cloth/None</td><td>3</td>
 
</tr>
 
<tr>
 
<td>Light</td><td>2</td>
 
</tr>
 
<tr>
 
<td>Medium</td><td>1</td>
 
</tr>
 
<tr>
 
<td>Heavy</td><td>0</td>
 
</tr>
 
</table>
 
</td>
 
<td>
 
 
 
Evasion uses the same system of dice as dodge, but all magic-users get an extra dice(since using magic makes you better at avoiding it). Also, just like in Resistance, changing proficiencies does not give you an extra dice.
 
 
 
Just like in dodge, Rank 1 uses a d8, Rank 2 uses d12, and Rank 3 is d20 for evasion checks.
 
 
 
The final evasion-formula is Evasion +(Evasion x modifier) + Intelligence + dice.
 
 
 
</td>
 
</tr>
 
</table>
 
 
 
Again the Evasion score must beat the Var-SV of the incoming spell to successfully avoid it.
 
 
 
==Block==
 
If you have a shield equipped you will automatically attempt to block any incoming melee attack. The block equation is Shield Proficiency + Strength + equipped Shield AC +1d20-per-rank. A successful block is the same as a dodge and negates all damage. Different types of shields block better, such as Tower Shields, but cause deficiencies in other areas.
 
 
 
==Critical==
 
The same critical rules apply to both weapons and magic.
 
 
 
Each d20 rolled in an attack roll is a chance for a critical(making quadruple-triple possible).
 
 
 
===Weapon Criticals===
 
Each weapon has a "Critical +" associated with it. this is added to the Buffed Dexterity Modifier to calculate the critical. In checking for critical hits, this number is added to the d20 roll, if the total number equals 20 or above, it qualifies as a critical.
 
 
 
'''Example:''' Longsword has a critical of +2, if the players rolls and 18 or higher, it counts as a critical hit.
 
 
 
Damage from critical hits is multiplied according to weapon size:
 
*Medium x 2
 
*Large x 3
 
*Very Large x 4
 
 
 
Total multiplied is added for each critical. So if a character were to roll three criticals with a Very large weapon, damage would be multiplied by 12.
 
 
 
Critical damage increase is applied only to the weapon's Mortal Damage.
 
 
 
===Spell Criticals===
 
Uhhhh....
 
 
 
==DV in In Combat==
 
Mage Wars RPG vs. [[Mage Wars PnP]] handle combat DV differently. See [[MPNP Combat Instances and Rounds|Mage Wars PnP Combat Instances and Rounds]] for the PnP Explanation.
 
 
 
In [[Mage Wars RPG]], each time a player or mob is successfully hit with a melee attack(the AV was higher than the DV), Base DV of the target is reduced by 5% for 3 seconds, stacking. The next successful attack resets the timer.
 
 
 
So two successful attacks within 3 seconds would reduce the target's DV by 10%. A third attack within 3 seconds of the second attack would make it 15%, and so on. This can be combined with various other abilities to quickly strip-down a targets DV to make it easier for a large attack.
 
 
 
==Attack Speed==
 
Attack Speed is determined by [[MRPG Stats#Stat Modifiers|Speed]], [[MRPG Weapons and Armor#Weapon Sizes and Attack Speed|size modifier]] and base weapon speed. Basically, your weapon can attack every X seconds - Buffed Speed Modifier + Size Modifier.
 
 
 
==Stance==
 
Stance can be thought of as a barter-system, a series of trade-offs. Give up some of one thing to get more of another.
 
 
 
There are five stances in all, and everyone starts out in the Central Stance. Stances can be changed any time, instantly, through hotkeys. They can even be applied to macros and changed just for the instant of attack.
 
 
 
<table cellpadding="10">
 
<tr>
 
<td valign="top">
 
 
 
The stances are:
 
*Central
 
*Guarded
 
*Unguarded
 
*Extended
 
*Inverted
 
 
 
</td>
 
 
 
<td valign="top">
 
In detail:
 
*'''Central:''' Central is the standard stance and uses all of the default values as detailed above.
 
 
 
*'''Guarded:''' In Guarded Stance you give up 25% of your total, pre-resistance damage you deal in order to gain a 25% reduction to all you take.
 
 
 
*'''Unguarded:''' In the Unguarded Stance, you trade 25% of your Base-DV in order to gain a 25% bonus to Base-AV.
 
 
 
*'''Extended:''' In the Extended Stance you trade 25% of your pre-resistance damage for a 25% bonus to Base AV.
 
 
 
*'''Inverted:''' In the Inverted Stance you trade 25% of your pre-resistance damage for a 25% bonus to DV.
 
 
 
</td>
 
</tr>
 
</table>
 
 
 
The stances also have an impact on how much [[MRPG Threat|threat]] your character generates.
 
 
 
==Dual-Wielding==
 
It is possible to(eventually) dual-wield any weapon in [[Mage Wars RPG]], reguardless of practicality. See [[MRPG Dual-Wielding]] for complete rules.
 
  
 
==See Also:==
 
==See Also:==
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*[[MRPG Magic]]
 
*[[MRPG Magic]]
  
[[Category:Mage Wars RPG]]
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[[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: