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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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.
  
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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==Terms==
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*'''BAV''' Base Attack Value
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*'''VAV''' Variable Attack Value
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*'''BDV''' Base Defense Value
 +
*'''VDV''' Variable Defense Value
  
 
==Combat==
 
==Combat==
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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Attack and Defend values are calculated differently according to class, and for Mages the Attack Value can change according to the spell being cast.
  
===Calculating Base and Variable Values===
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===Base Attack Value===
AV and DV values rely on a variety of proficiencies and stats, as well as [[MRPG Stats#Stat Modifiers|modifiers]].
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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.
  
====Base Attack Value====
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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.
Base Attack Value(Base AV) is effectively as simple as Applicable Stat or Stats + Applicable Proficiency + Applicable Special Proficiency. Assuming none of these apply, the base AV is 0.
 
  
Each weapon has a particular stat associated with it. Some exotic weapons might have multiple stats associated with them. This does not affect damage, but impacts Base AV.
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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.
  
Base AV Example:
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===Variable Attack Value===
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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).
  
A Level 1 Human Warrior has Special Proficiency: Melee of 15, Weapon Proficiency: Bladed of 15, Strength 18, and is wielding a Longsword. His Base AV is 48.
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Additionally to the damage dice, each character roles 1 + 1 per-rank d20s to the attack roll. If a [[MRPG Flourish|Flourish]] is being used, any bonuses from the flourish are rolled here.
  
====Variable Attack Value====
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===Recording===
VAR-AV is determined each time the player makes an attack. The player gets 1d20 + 1d20 per-rank + Weapon Dice + Applicable Special Proficiency. So, using out example from Base AV, out player rolles 1d20 + 1d6 and adds 15. Their maximum possible Variable Attack Value then is 79(Base AV + Variable AV).
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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).
 
 
A player without an applicable special proficiency does not get to add that bonus to Var-AV.
 
 
 
Some [[MRPG Facet List|Facets]] will allow the player to use the modified stat at this stage or to add in various stats.
 
 
 
The character sheet lists an AV range that is the base AV and Base AV + highest possible Variable Av. So if the character has a base AV of 40 and is wielding a longsword, the character sheet would list AV as 40-66, where 66 is the highest AV they can potentially roll.
 
 
 
===Calculating Defense Value===
 
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====
 
Base AV is applicable Armor-Proficiency + AC. Each piece of armor is assigned its own AC-Value, which is totaled for the purposes of AC calculation. This does not include the shield(which has it's own AC for blocking), but the shield can be added through facets. 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.
 
 
 
====Variable Defense Value====
 
Players have a Variable Defense Value(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. (See [[MRPG Stats#Proficiency Modifiers|Proficiency Modifiers]] for a more information). The armor proficiency is then added again if the character is wearing all same-weight armor.
 
 
 
The Modifier is equal to .5 for every 5 stat points, rounded down. So using our Level 1 Human Warrior example(Found in detail [[MRPG Sample#Level 1 Human Warrior|here]]), his Strength Modifier is 1.5, and he does not have enough dexterity to use a Dexterity dice in calculating Var DV. He would get 1d10 for his Var DV.
 
 
 
===Melee Damage Calculation===
 
Melee and ranged weapons deal [[MRPG Damage Types|Mortal]] damage. Each weapon has it's own damage-calculation for base damage, the same dice used in rolling the Var-AV. Various [[MRPG Facet List|Facets]] and other factors can affect this damage. Damage is rolled, and the dice-totals added together.
 
 
 
Once total Mortal damage is calculated, the target's AC is subtracted, however damage is not yet applied.
 
 
 
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 targets [[MRPG Magic#Spell Resistance|spell resistance]]. Resistances are percentage-based and ALWAYS ROUNDED DOWN.
 
 
 
There is also untyped or "supplemental" damage, this can be placed on a weapon through [[MRPG Crafting|crafted]] effects.
 
 
 
Once ALL damage is calculated, final damage is totaled and applied at the same time.
 
 
 
==Magic==
 
*'''Magic System needs to be updated to be in line with the combat system'''
 
 
 
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.
 
 
 
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.
 
 
 
===Calculating Success Values===
 
Since mages lack Special Proficiencies, the calculations work differently.
 
 
 
====Base Success Value====
 
All magic uses the Intelligence stat calculating Success and Strength in determining final damage. Hence, mages must be both strong and smart. The forumula changes depending on if the spell is being case from memory or directly from a spellbook.
 
 
 
*'''From Memory:'''
 
**Intelligence + Magic Proficiency + Lore
 
 
 
*'''From Spellbook:'''
 
**Intelligence + Magic Proficiency + Transcription
 
 
 
Exo-Mages also add their buffed Intelligence again 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.
 
 
 
=====Variable Success Value=====
 
Variable Success Value is (Buffed Intelligence Modifier d12) + Applicable Proficiency.
 
 
 
===Calculating Resistance Values===
 
All characters have a Resistance Value or RV. RV is a generic value and is unrelated to [[MRPG Damage Types|damage type resistance]].
 
 
 
====Base Resistance Value====
 
Unlike DV, Resistance is based more heavily on stats. Base RV is the sum total of all un-buffed stats + Buffed Intelligence. Therefore all characters will have a fairly similar Base RV, while Mages will, in general, be much higher. This is in line with the Steel against the Steel, Magic against the Magic philosophy of the game.
 
 
 
====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>Auramancer</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, added to their rank to determine the number of dice rolled. So a level 5 Mage with buffed intelligence of 30 would roll 4d20 to determine Var-RV. A level 9 Warrior would roll 2d8.
 
 
 
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 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.
 
 
 
===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.
 
 
 
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:==
 
*[[Mage Wars RPG]]
 
*[[MRPG Dual-Wielding]]
 
*[[MRPG Magic]]
 
 
 
[[Category:Mage Wars RPG]]
 

Revision as of 21:34, 17 May 2013

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.

Terms

  • BAV Base Attack Value
  • VAV Variable Attack Value
  • BDV Base Defense Value
  • VDV Variable Defense Value

Combat

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

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.

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.

Variable Attack Value

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).

Additionally to the damage dice, each character roles 1 + 1 per-rank d20s to the attack roll. If a Flourish is being used, any bonuses from the flourish are rolled here.

Recording

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).