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

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The two most important values in [[Mage Wars RPG]] are Attack and Defense. All of combat/spellcasting/etc revolves around the use of these values. For each, a Base and a Variable is used. The Base is the lowest value that the character has, while the Variable is rolled each time a check is needed. If the incoming attack is lower than the base, no variable need be rolled.
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'''Note:''' Doing a complete overhaul of the page.
  
==Terms==
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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.
*'''BAV''' Base Attack Value
 
*'''VAV''' Variable Attack Value
 
*'''BDV''' Base Defense Value
 
*'''VDV''' Variable Defense Value
 
  
==Attack==
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==Attack and Defense==
Attack and Defend values are calculated differently according to class, and for Mages the Attack Value can change according to the spell being cast.
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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.
  
===Base Attack Value===
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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.
BAV starts with stats Strength(STR) and Dexterity(DEX). Depending on the weapon, one stat may also be multiplied by it's modifier. For mellee weapons, STR is increased by the Unbuffed Strength Modifier, while ranged weapons use DEX.
 
  
Weapon proficiency is then added to produce the Base Attack Value. If the character has a Special Proficiency, that is also added at this time.
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===Critical Hits===
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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.
  
Spellcasters use the same equation, except Intelligence(INT) is used in place of DEX. Mages always use the unbuffed INT modifier. Certain spells may also raise or lower the BAV.
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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
Each weapon has a number of base damage dice associated with it(such as 1d6) for the longsword. In the case of +value weapons, multiple dice are used(a +1 longsword is 2d6). MRPG Weapons and Armor#Quality|Quality]] does not have an impact on this(Very Fine weapons do not recieve an extra dice when rolling attack, only +values).
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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
  
In the case of spellcasting, each spell, regardless of it's effect or damage, has a dice associated with it and a proficiency. In this case, characters roll their buffed proficiency modifier in these dice. Certain spells may also list a bonus dice to ease casting.
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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.
  
Additionally to the damage dice, each character roles 1 + 1 per-rank d20s to the attack roll. If a [[MPNP Flourish|Flourish]] is being used, any bonuses from the flourish are rolled here.
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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.
  
===Recording===
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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.
BAV amd VAV should be written on the character sheet. BAV is recorded as calculated, VAV is recorded as the highest number the player could possibly roll(exclusing a flourish). If an attack is made against an enemy with a BAV higher than the character's highest possible VAV, the character automatically misses(unless the player attempts a flourish).
 
  
Dice used to make the VAV roll should also be written down to save time. For characters who plan to switch back and fourth between different weapons(melee or ranged) or those who plan to shift between melee, ranged, and spellcasting, all appropriate BAVs and VAVs should be recorded.
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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.
  
==Defense==
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===Sneak Attack===
Uhhh.... mike is asian!
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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).  
  
==Damage Calculation==
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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).
Once an attack has been confirmed(attacker's VAV was higher than target's VDV) we can move on to damage calculation. Weapons will and spells may multiple different damage sources that must be rolled individually(a 1d6 longsword might also deal 1d6 fire damage)Everything has a [[MRPG Damage Types|damage type]], and the target may have [[MRPG Damage Types#Damage Reduction|damage reduction]] to consider.
 
  
Once all damage has been rolled, damage reduction is subtracted, and final damage is applied all at once.
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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.
  
==Dodge and Evasion==
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===Dodge and Evade===
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.
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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).  
  
===Dodge===
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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.  
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 both physical and magical attack. Some spells cannot be dodged.
 
  
Armor determines how many dodge-dice are available:
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A character may have BOTH armor AND Dodge proficiencies. In this case, they would role defense separately for each method.
  
<table cellpadding="10">
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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.
<tr valign="top">
 
<td>
 
  
<table border="1">
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Dodges are effected by [[MPNP Flourish|Flourish]].
<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.
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==Magic==
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A wizard leaves nothing to chance.
  
The dodge-dice used changes according to rank. Rank 1 uses a d8, Rank 2 uses d12, and Rank 3 is d20.
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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.  
  
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.
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Some Mobs and Players may have a raised Star Rating specifically for spells. Most do not.
  
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 or focus on higher armor class.
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===Spell Resistance(Damage Reduction)===
</td>
 
</tr>
 
</table>
 
  
The final dodge number then has to exceed the Variable AV of the incoming attack in order to successfully avoid it.
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Fill in Later.
 
 
==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.
 
 
 
If a critical is scored but the weapon does not successfully strike the enemy, the critical has no effect.
 
 
 
===Spell Criticals===
 
Spell criticals are similar in that they function based on the roll of d20s in Var SV. Spells do not have an individual critical-modifier, instead only the Buffed Intelligence Modifier is added. Spells will likely crit less often.
 
 
 
Only spell-damage is increased by a critical. Effect-based spells see no benefit from a criticals. In a spell critical, all final-damage is doubled.
 
 
 
==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 the target of a melee or ranged attack(an attack role is made against them), Base DV of the target is reduced by 10 points 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 20. A third attack within 3 seconds of the second attack would make it 30, 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.
 
 
 
This does not impact AC.
 
 
 
==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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[[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: