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

From The Coursebooks Wiki
Jump to navigation Jump to search
 
(46 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''Note:''' While this section still says Combat and Magic, the Magic stuff has been moved over to [[MRPG Spellcasting]].
+
'''Note:''' Doing a complete overhaul of the page.
  
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.
+
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.
  
==Terms==
+
==Attack and Defense==
*'''BAV''' Base Attack Value
+
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.
*'''VAV''' Variable Attack Value
 
*'''BDV''' Base Defense Value
 
*'''VDV''' Variable Defense Value
 
  
==Attack==
+
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.
Attack and Defend values are calculated differently according to class, and for Mages the Attack Value can change according to the spell being cast.
 
  
===Base Attack Value===
+
===Critical Hits===
*'''''Weapon Attacks:''''' 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.
+
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.
  
*'''''Spellcasting:''''' Add Strength(STR) to Intelligence(INT). For all spellcasting, used the buffed stats. Then add the appropriate magical proficiency for the spell being cast, and the Special Proficiency if applicable.
+
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===
+
*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).
+
**8-point Super-Crit: x3
 +
***16-point Super-Crit: x4
 +
****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.
+
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.
+
===Special Attacks===
 +
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===
+
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.
+
===Combat Conditions===
 +
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==
+
===Sneak Attack===
Just like attack, there are Base and Variable Defense Values. Unlike attack, the calculations are basically the same for all characters.
+
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).  
  
===Base Defense Value===
+
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).
Base Defense Value is (Stamina * Strength Modifier) + (Dexterity * Strength Modifier) + (Applicable Armor Proficiency * Rank).  
 
  
AC is used only in calculating final damage percentage. Note that since mages tend to wear cloth and cloth is not considered armor, they do not get an armor-Proficiency. Further, only the "[[MRPG Armor#Armor Pieces Sizes|large]]" and Very Large pieces determine which armor proficiency is used, and these three pieces must match.
+
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.
  
===Variable Defense Value===
+
===Dodge and Evade===
Variable Attack Value starts with armor type worn. Characters get 1 VDV dice + 1 per rank. Leather uses d8, Chain uses d12, and Plate uses d20('''Example:''' A level 8 Warrior wearing full plate would have 2d20 VDV dice). Mages and anyone not wearing armor get nothing. Wear some damn armor if you don't want to get hit.
+
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).  
  
Mages have a variety of [[MRPG Spell List|spells]] that effectively give them armor. These spells will list the VAV dice used, same rules apply: 1 dice + 1 per rank. Check spell descriptions for full details. Some items may also act as pseudo-armor for a mage, granting them AC or armor type. In general, however, mages are very squishy.
+
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.  
  
===Recording===
+
A character may have BOTH armor AND Dodge proficiencies. In this case, they would role defense separately for each method.
Just like AV, both BDV and the highest possible VDV should be recorded on the character sheet.
 
  
==Dodge and Block==
+
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.  
Dodge and Block work VDV, if a Dodge or Block check is made, it is compared to the original VAV of the incoming attack.
 
  
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.
+
Dodges are effected by [[MPNP Flourish|Flourish]].
  
===Dodge===
+
==Magic==
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.
+
A wizard leaves nothing to chance.
  
Armor determines how many dodge-dice are available:
+
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.
<table cellpadding="10">
 
<tr valign="top">
 
<td>
 
  
<table border="1">
+
Some Mobs and Players may have a raised Star Rating specifically for spells. Most do not.
<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 cripples your dodge ability.
+
===Spell Resistance(Damage Reduction)===
  
The dodge-dice used changes according to rank. Rank 1 uses a d8, Rank 2 uses d12, and Rank 3 is d20.
+
Fill in Later.
 
 
Dodge is also a factor of skill. 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 typically 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.
 
</td>
 
</tr>
 
</table>
 
 
 
The final dodge number then has to exceed the Variable AV of the incoming attack in order 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==
 
When rolling for VAV, players roll a number of D20s. Each roll that is higher than 15 counts as 1 point towards a critical hit. The magic number is 3+Rank, hit that and you've scored a critical hit. Criticals deal double damage.
 
 
 
The number 15 is the Base Critical Threshold. Some abilities, spells, classes, and races may get + or - to that threshold.
 
 
 
==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.
 
 
 
==Damage Calculation==
 
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.
 
 
 
==Modifiers==
 
A modifier is always the relevant score, and is equal to .5 for every 5 points.
 
 
 
'''Example:''' A stamina of 15 yields an STA modifier of 1.5. A Stamina of 17 also yields 1.5, as does 19. Only a stamina of 20 raises the modifier to 2.
 
 
 
When a modifier is used in an [[MRPG Equations Cheat Sheet|equation]], the modifier is always at least 1. The same goes for level calculations.
 
 
 
'''Example 2:''' the mana point calculations equation is (Buffed STR Mod + Buffed INT Mod x INT) x Level. For a starting(level 0) character, this would result in 0 MP several of the modifier values might be 0.
 
 
 
===Buffed vs. Unbuffed===
 
An Unbuffed Modifier is the modifer for the 'unbuffed' or base score(the score without any effects or enchantments applied). Some calculations might use the buffed modifier but the unbuffed score, or vice-versa, so it is very important to pay attention to the wording.
 
 
 
'''Buffed/Unbuffed Example:''' a character has an STR score of 19 and is wearing a Ring of Strength +1. 19 is the unbuffed score and the total(20) is the buffed score. The unbuffed modifier, then, is 1.5, while the buffed is 2.
 
 
 
==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:==
Line 173: Line 61:
 
*[[MRPG Dual-Wielding]]
 
*[[MRPG Dual-Wielding]]
 
*[[MRPG Magic]]
 
*[[MRPG Magic]]
*[[MRPG Spellcasting]]
 
  
  
[[Category:Mage Wars RPG]]
+
 
 +
[[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: