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

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Once all damage has been rolled, damage reduction is subtracted, and final damage is applied all at once.
 
Once all damage has been rolled, damage reduction is subtracted, and final damage is applied all at once.
  
==Damage==
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==Dodge and Evasion==
You didn't actually read this, didja mike?
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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===
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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.
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Armor determines how many dodge-dice are available:
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<table cellpadding="10">
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<tr valign="top">
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<td>
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 +
<table border="1">
 +
<tr>
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<td>'''Armor'''</td><td>'''# of Dice'''</td>
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</tr>
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<tr>
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<td>Cloth/None</td><td>3</td>
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</tr>
 +
<tr>
 +
<td>Light</td><td>2</td>
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</tr>
 +
<tr>
 +
<td>Medium</td><td>1</td>
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</tr>
 +
<tr>
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<td>Heavy</td><td>0</td>
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</tr>
 +
</table>
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</td>
 +
<td>
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As you can see, the use of heavy armor effectively criples your dodge ability.
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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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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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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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</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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 +
===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.
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 +
</td>
 +
</tr>
 +
</table>
 +
 
 +
Again the Evasion score must beat the Var-SV of the incoming spell to successfully avoid it.
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 +
[[Category:Mage Wars RPG]]

Revision as of 21:49, 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).

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.

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).

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.

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 damage type, and the target may have damage reduction to consider.

Once all damage has been rolled, damage reduction is subtracted, and final damage is applied all at once.

Dodge and Evasion

Armor class, high DVs, and 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:

Armor# of Dice
Cloth/None3
Light2
Medium1
Heavy0

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 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 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.

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.

Armor# of Dice
Cloth/None3
Light2
Medium1
Heavy0

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.

Again the Evasion score must beat the Var-SV of the incoming spell to successfully avoid it.