Gatewalker
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THIS PAW OF MINE IS BURNING RED!
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« on: February 23, 2009, 06:40:39 pm » |
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Alright, here's where we have a basic summary of combat, and where I'll be keeping people's quick and simple combat numbers you need to know.
This is a work in progress, of course.
Combat Flow 1: Initiative Because this is on IRC and thus goes a bit slower then in person games, we roll Init once and use that order thereafter. Makes thing a bit less dynamic, but rolling init every round will bog down an IRC game.
2: Action Simple here. When your turn comes around, you decide on an action. This can be an attack, a non combat action, whatever.
2.5: Hold You can also hold your action and choose to act on a lower init.
3: Attack/Defense Phase This is where rolling gets nutsy.
To attack, you roll 2d8 and compare the number to your ACV(which gets modified by various stuff). If what you roll is LOWER then your modified ACV, you hit. If it's higher, you miss. Also a natural roll of 2 is a Critical Hit which cannot be negated by the opponent's defense check, while a natural roll of 16 is a complete miss and no amount of modifiers can save you.
When someone is successfully attacked, they get to make a defensive roll. There are 3 kinds of defenses.
Dodge/Parry Defense: Avoids the attack entirely. Roll 2d8 and check against your DCV(with modifiers, yadda, yadda). Roll under and you dodge.
Block Defense: Only usable if you have something to block with. Roll 2d8 and check against your DCV+2(and additional mods). However, does not avoid the damage entirely, but reduces it by the Armor value of whatever you blocked with.
Attribute Defense: Really just a fancy version of Dodge/Parry Defense using an Attribute that could be argued to let you avoid the attack(Teleport is the classive example). Same as D/P Defense, you roll 2d8 and check against your DCV.
Multiple Defenses: Every Defense you take in a round after the first suffers a cumulative -4 penalty to your DCV. So if you have a DCV of 8 and you dodge once, then try to dodge again in the same round, you have to roll against a 4 instead of an 8. A third time and you have to roll agianst a 0(meaning natural 2 or bust).
4: Damage Damage is it's own can of worms. Whenever you land an attack, you roll 2d8 to determine damage, as per the following: 2-4=100% Damage 5-8=75% Damage 9-13=50% Damage 14-16=25% Damage
Your ACV is added to the final damage, AFTER the roll. No worries on doing these calcs though, I'll have that all taken care of in your individual posts after this one.
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