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.

Note: While this section still says Combat and Magic, the Magic stuff has been moved over to MRPG Spellcasting. Whcih will also probably be overhauled.

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.

Attack Value

Attack Value varies according to class and equipment, but.... yeah

Defense Value

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.

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.

Critical

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.

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 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 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.

See Also: