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

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Once again, the entire combat system is set to be over-hauled. This is the third fourth or fifth try, but I think it will work. The most recent canceled iteration can be found here: [[MRPG Combat and Magic OLD]].
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'''Note:''' Doing a complete overhaul of the page.
  
==Basic Premise==
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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.
The central component of the Year of Fire engine is the dice system called [[MPNP There is No Twelve|There Is No Twelve]] and revovles around the seldom-used 12-sided dice. I anticipate an uptick in sales.  
 
  
The actual combat system revovles around two numbers: Attack and Defense.
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==Attack and Defense==
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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.
  
==Combat==
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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.
  
===Attack Value===
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===Critical Hits===
Attack Value Is: Main Stat + Secondary Stat + Proficiency + Any Applicable Bonuses
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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.
  
'''Example:''' A Warrior uses Strength and Dexterity as his two main stats. Lets say he has a Longsword, he uses Weapon Proficiency, Bladed as the Proficiency. If he also has Special Proficiency, Melee, since he is making a melee attack, he adds that as well. Certain weapons, armor, weave spells, and other gear can also provide bonuses.
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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:
  
===Defense Value===
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*Base Crit: x2
Defense Value Is: Constitution + Armor Proficiency + AC + Any Applicable Bonuses.
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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
  
'''Example:''' Our sample Warrior has high Constitution and is wearing chainmail. He'd add the AC of his Chainmail as well as his Armor Proficiency, Chain. If he has a shield equipped, he gets to add the AC of his shield AND his Shield Proficiency.  
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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.
  
Mages tend to have very poor defense values, which results in them getting hit a lot. They have lots of spells that can increase their DV, but the best method is for the party to protect them.
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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.
  
===WorldShaper Notes===
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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.
The WorldShaper should keep track of his player's Attack and Defense values. When planning an encounter, try to make these numbers around the same as the party. If your best player only has an AV of around 80, and you throw a monster with a defence of 300, he's probably never going to land a single hit.
 
  
Of course, sometimes that is the idea. If you gave them a monster with very low or at least reasonable attack but ludicrous defense, they might have to get creative to kill it.
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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.
  
==Magic==
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===Sneak Attack===
Magic works a little differently. Each spell is classified as '''Physical''', '''Mystical''', or '''Effect''', and is trated accordingly.
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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).  
  
===Physical===
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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).
A Physical Spell is something that has a direct, normal, physical effect. Like a fireball, the attack is literally a ball of normal fire(albeit one that has been created magically). If a spell is Physical, it is treated just like a weapon attack, with attack dice, defense, etc.
 
  
===Mystical===
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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.
A Mystical magical attack is one that has some sort of super-natural component. The target can attempt to resist by rolling defense, but instead of beating the caster's attack, they have to beat the spell's Power Level divided by 10. This may negate the spell entirely, or cause only a lesser effect. Some spells may allow multiple attempts, with each success lessening the effect and finally negating it.
 
  
===Effect===
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===Dodge and Evade===
An Effect spell is one that does not typically "deal damage". These are usually "buff" weaves that have some sort of positive effect on the target. They may also have negative effects when used on enemies, etc. However, some extremely powerful spells may deal damage or even destroy a target completely.
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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).  
  
The key element is that Effect spells always succeed. There is no roll; no save. If the spell is cast, the target receives the effect.
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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.  
  
===WorldShaper Notes===
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A character may have BOTH armor AND Dodge proficiencies. In this case, they would role defense separately for each method.
Let's assume you have a really creative party at your table. Let them change the spell's type with a Flourish. The whole point of the Flourish system is to break the rules; let them.
 
  
==Dice System==
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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.  
Under the system of [[MPNP There is No Twelve|There Is No Twelve]], dice work by rolling 12-sided dice and re-rolling all 12s. The objective is to roll as many "8s" as possible, with every number 8 or above counting as one 8.
 
  
In combat, one side makes an attack, the other makes a defense. They roll dice accordingly, and whoever has the most 8s wins. This means on rolling an attack, if the attacker has more 8s than the defender, the attack is successful and damage is dealt.
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Dodges are effected by [[MPNP Flourish|Flourish]].
  
====Attack Dice====
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==Magic==
The player gets 1 dice per 10 points of attack power. A successful [[MPNP Flourish|Flourish]] can add up to 4 additional dice. Various actions(such as combos) reduce this number.
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A wizard leaves nothing to chance.
 
 
====Defense Dice====
 
Just like Attack, for every 10 points of Defense Value, the player gets 1 defense dice. All the other rules apply.
 
  
==Critical==
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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.  
An attack counts as a "crit" or critical hit if the attacker rolls exactly eight 8s or a number evenly divisible by 8. Not 9, not 10, but 8 8s. This may be confusing as the dice does not actually have to read 8(8-11 counts as an 8), but rolling 9 8s does not count as a crit. A critical hit always succeeds, reguardless of what the defender rolled.
 
  
So: 8 8s is a crit, 16 8s is a crit, 24 8s is a crit, and so on.
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Some Mobs and Players may have a raised Star Rating specifically for spells. Most do not.
  
The damage from critical hits is multiplied according to the 1 + the number of times 8 goes into the crit roll. So 8 8s is x2, 16 is x3, and so on. Some weapons or abilities might also have special abilities that trigger on a crit.
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===Spell Resistance(Damage Reduction)===
  
Certain classes or races may have abilities that allow them to manipulate their criticals, such as ignoring or re-rolling dice in order to reach the magic numbers.
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Fill in Later.
 
 
==Combo==
 
In combat, you can combine multiple actions by attempting a "combo". A combo must be part of a [[MPNP Flourish|Flourish]] and requires at least a level 3 to succeed. When attempting a combo, the player announces their intent, preforms the flourish, and then rolls 2 d20s. Each must read 15 or higher for the combo to succeed. Certain [[MRPG Facets|facets]] can reduce this number.
 
 
 
A successful combo can combine 1 + Rank + Speed Modifier Actions into a single combo that will cost only 1 action point. For each action combined, the player looses one dice from his attack dice pool.
 
 
 
==Dodge and Evasion==
 
Two special proficiencies exist that are used to avoid ever getting hit, these are Dodge and Evasion.  
 
  
 
==See Also:==
 
==See Also:==
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*[[MRPG Dual-Wielding]]
 
*[[MRPG Dual-Wielding]]
 
*[[MRPG Magic]]
 
*[[MRPG Magic]]
*[[MRPG Spellcasting]]
 
  
  
[[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: