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

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(Physical)
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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.
 
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.
 
==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==
 
==Dodge and Evasion==

Revision as of 15:22, 16 March 2016

NOTE: the combat system is set to be overhauled YET AGAIN. This one is fairly minor - at the moment we have Attack Value and Defense Value, and dice are based on a 10 = 1. What we are doing is cutting down on the numbers significantly, adding some caps, and switching to a 1 = 1 system. This will both complicate and simplify matters.

This page covers the basics of attack and damage roles with weapons and spellcasting. For full combat rules, you will also need to reference Combat Instances and Rounds and Threat.

Proposed AV/DV Change

The basic system works like so:

At character creation, players get just 12 points to distribute between proficiency, and each proficiency is now capped at a related stat(Melee weapons at strength). AV then becomes Weapon proficiency + applicable special proficiency + any bonuses. Stats are no longer applied.

So, a warrior with:

STR 7 Dex 3

Could place up to 7 points in Weapon Proficiency, Bladed and three in Special Proficiency, Melee, for a grand total of 10 attack points. They would then be rolling 10 attack dice.

This system heavily front-loads the game and also increases the dice count much faster and more dramatically(characters can get 1 extra dice per level). but it all works out.

Basic Premise

The central component of the Year of Fire engine is the dice system called 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.

Combat

The WorldShaper should keep track of his player's Attack and Defense values(See MPNP Character Creation#Step 4: Attack Value and Defense Value|Character Creation]] for notes on calculating 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 defense 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.

Magic

Magic works a little differently. Each spell is classified as Physical, Mystical, or Effect, and is treated accordingly.

Physical

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. The player rolls attack as normal.

Mystical

A Mystical magical attack is one that has some sort of super-natural component. This does not apply to all spells cast under the Mystical Proficiency, nor does it exclude all Elemental spells. When casting a Mystical Spell, the mage roles a number of attack dice equal to his skill in that magic type.

The target can then attempt to resist by rolling defense, and just like a normal attack, they need more successes than the caster. 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

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.

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 unless they have an immunity to it. In the case of immunities, again, there is no check: if a mage casts a "blind" spell, and the target has blindness-immunity, the spell fizzles and has no effect.

WorldShaper Notes

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

Under the system of 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, or 1 point.

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.

Attack Dice

The player gets 1 dice per 10 points of attack power. A successful Flourish can add up to 4 additional dice. Various actions(such as combos) reduce this number.

Defense Dice

Just like Attack, for every 10 points of Defense Value, the player gets 1 defense dice. All the other rules apply.

Special

A 'Special Attack' is any kind of attack that uses an Activated Ability. Examples include Injure and Multi-Shot.

Critical

  • NOTE: The entire critical system is going to be revised.

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.

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. The damage is multiplied before resistance is applied.

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.

Dodge and Evasion

Note: these needs to be overhauled to make the number of skill points relevant.

Two special proficiencies exist that are used to avoid ever getting hit, these are Dodge and Evasion.

Dodge

A dodge check works just like a normal defense role, except that there is no dodge "power", the player roles dice equal to their dodge skill + Dexterity Modifier - Encumbrance. If they have more points than the attack roll, they dodge the hit. Physical spells can also be dodged.

The dodge check is not made if the character has more than 7 + (2 x Rank) Encumbrance.

Evade

Evade is a very different mechanic. It is only evoked against spells. The character must have a minimum of 5 + (5 x Rank) points in evasion to trigger an evade check. If this condition is met, the spell has a 50% chance to miss and have no effect.

A character must have 0 Encumbrance to use the Evade skill.

The Evade skill only applies to spells being cast by unfriendly hostiles. Checks are not make for party members or friendly NPCs. Note to WorldShapers: This is not something you can get around, if an NPC casts a harmful spell, the player gets to roll for evasion even if you claim the NPC was friendly. This rule only exists so characters can cast buffs and other nice things on their friends.

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 defensless(E.G. knocked down, stunned, etc).

When an attack is considered Unexpected, the attacker automatically gets 1+(1xRank) bonus attack dice(this does not add to their Attack Value).

There is no automatic bonus to damage for making a sneak attack.

See Also: