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

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(Magic)
(Magic)
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==Magic==
 
==Magic==
Magic works a little differently. Each spell is classified as '''Physical''', '''Mystical''', or '''Effect''', and is treated accordingly.
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Magic works a little differently. Each spell is classified as '''Physical''', '''Mystical''', or '''Effect''', and is treated accordingly. There is no dice role when casting spells, instead each spell has a base star-rating and is effective against anything up to and including that number. Mages may have abilities that increase the effectiveness of certain spells.
  
===Physical===
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Spell Types Are:
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.
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*'''Physical'''
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**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===
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*'''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.
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**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. Because they are more powerful, Mystical spells have a lower base star rating.
  
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.
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*'''Effect'''
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**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.
  
===Effect===
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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.
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.
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Note that a spell can also have multiple types. A damage-dealing spell can also include an effect-component.
  
 
===WorldShaper Notes===
 
===WorldShaper Notes===

Revision as of 19:35, 18 September 2017

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.

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. There is no dice role when casting spells, instead each spell has a base star-rating and is effective against anything up to and including that number. Mages may have abilities that increase the effectiveness of certain spells.

Spell Types Are:

  • 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. Because they are more powerful, Mystical spells have a lower base star rating.
  • 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.

Note that a spell can also have multiple types. A damage-dealing spell can also include an effect-component.

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 success, 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.

Special

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

Critical

New Crit System:

Whenever a defense roll is made against a successful attack, if the defense roll made no successes, the attack is a critical hit. This means that when an enemy runs out of defense dice, every attack is a critical hit.

Characters can also score an Overcritical by hitting a specific number of successes on an attack roll.

An overcritical happens when the attacker rolls exactly eight sucdcesses, or a number evenly divisible by 8. Not 9, not 10, but 8 successes.

So: 8 8s is an overcrit, 16 8s is an over crit, and so on and so forth.

The damage from critical hits is multiplied according to the 1 + the number of times 8 goes into the crit roll. So 8 successes is x2(a normal crit), 16 is x3, and so on. Some weapons or abilities might also have special things 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

A dodge check works just like a normal defense roll. The player rolls dice equal to their Dodge skill + any bonuses. The difference between standard dodge and DV is that there are no generic points, it is all capped on the Dexterity stat. While DV has armor proficiency(capped at a stat) and generic points of DV, dodge is just "whatever your dodge skill is, up to your Dex stat.

Spells can be dodged.

Evasion functions exactly like Dodge but is capped on Intelligence instead of Dexterity. Characters with both Dodge and Evade by make 2 attempts to avoid being hit. Evade also reduces threat generation.

Characters with Dodge and Evasion still have a DV score and still loose one dice any time they are the target of an attack. DV is equal to dodge or evasion skill, capped at the appropriate stat. Any rules text that refrences DV can be applied.

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: