Post by Bluestorm on Jan 18, 2018 17:51:12 GMT
1. Attacking
To attack an enemy, you must pass a skill check in the applicable skill - for ranged attacks, this is dexterity, and for melee attacks, this is strength. Magic works slightly differently and is discussed here. The number of dice you roll in order to pass this skill check is up to you - the more dice you roll, the more damage you will do, but the less likely you are to hit. If you are dual-wielding, you must roll separately for each weapon, with a -2 modifier to your strength.
Damage (once the skill check has been passed) is dealt according to the following equation: Damage = (number of dice rolled -1)d6 + (weapon modifier * level modifier). This means that if you roll 3 dice and pass your skill check, you roll 2 dice for damage, etc. The weapon modifier is fairly simple - this is just the number that a weapon adds or subtracts from your attack. The level modifier is also simple - it starts at one, and increases by one every ten levels, so if I were level 22, my weapon modifier would be 3.
Let's run an example. I attack a bandit with my normal iron longsword. My strength is 12, so I decide to roll 3 dice to attack him. I roll the dice, giving me a total of 9. This is under my strength so I pass the skill check and hit the bandit. Then I roll 2d6 for damage, giving me a 6. I am level 28, meaning my level modifier is 3, and a longsword has a weapon modifier of +1 (3*1=3). I add this to my roll, meaning I deal 9 damage to the bandit.
2. Defending
Once you've been attacked, it is of course possible to defend yourself. To defend, you may either attempt to block or dodge.
Blocking relies on armour, and is quite simple - when you are hit with an attack, you roll 1 more dice than the attacker rolled, and must roll under or equal to your armour modifier. If you do this, the attack is blocked. Weapons with 'armour piercing' ignore armour and are unblockable. If you are attacked by one of these and have chosen to block, it is assumed you would attempt to dodge instead. For example, a bandit tries to attack me, and rolls 2 dice, successfully hitting. I have a normal leather helmet (am 2), normal leather gloves (am 1), and normal leather armour (am 3), giving me a total armour modifier of 6. I then roll 3 dice (1 more then his 2) and get a 6, which means the blow glances harmlessly off my armour.
Dodging relies on dexterity - agile, quick movements to avoid damage. Similarly to dodging, you must roll 1 more dice than the attacker rolled, but in this case you must pass a dexterity check to successfully dodge. Weapons with 'always strike first' are assumed to be faster and thus harder to dodge, so when attacked by one of them you have a -1 modifier to your dexterity when attempting to dodge. Weapons with 'always strikes last' on the other hand, are cumbersome and easier to dodge, and thus you gain a +1 modifier to your dexterity when attempting to dodge them. For example, a bandit tries to attack me, and rolls 2 dice, successfully hitting. I have 9 dexterity, and roll 3 dice (1 more than his 2), getting a 7, and thus passing the skill check and evading the blow.
Dodging or blocking magic is assumed to be doable unless it is specified otherwise.
3. Initiative
All actions happen at the same time unless otherwise specified - this means that if you are shot by an arrow, and in the same turn kill the archer who shot the arrow, you still take the hit. It is assumed that the archer managed to shoot before you killed him, for example.
However, when a weapon has the 'always strikes last' or 'always strikes first' rule, these take precedence. For example, if you had a weapon with 'always strikes first' in the above scenario, you would kill the archer before he shot you.
This means that the choice to block or dodge must be specified in the player's action when in combat, in case they are attacked.
To attack an enemy, you must pass a skill check in the applicable skill - for ranged attacks, this is dexterity, and for melee attacks, this is strength. Magic works slightly differently and is discussed here. The number of dice you roll in order to pass this skill check is up to you - the more dice you roll, the more damage you will do, but the less likely you are to hit. If you are dual-wielding, you must roll separately for each weapon, with a -2 modifier to your strength.
Damage (once the skill check has been passed) is dealt according to the following equation: Damage = (number of dice rolled -1)d6 + (weapon modifier * level modifier). This means that if you roll 3 dice and pass your skill check, you roll 2 dice for damage, etc. The weapon modifier is fairly simple - this is just the number that a weapon adds or subtracts from your attack. The level modifier is also simple - it starts at one, and increases by one every ten levels, so if I were level 22, my weapon modifier would be 3.
Let's run an example. I attack a bandit with my normal iron longsword. My strength is 12, so I decide to roll 3 dice to attack him. I roll the dice, giving me a total of 9. This is under my strength so I pass the skill check and hit the bandit. Then I roll 2d6 for damage, giving me a 6. I am level 28, meaning my level modifier is 3, and a longsword has a weapon modifier of +1 (3*1=3). I add this to my roll, meaning I deal 9 damage to the bandit.
2. Defending
Once you've been attacked, it is of course possible to defend yourself. To defend, you may either attempt to block or dodge.
Blocking relies on armour, and is quite simple - when you are hit with an attack, you roll 1 more dice than the attacker rolled, and must roll under or equal to your armour modifier. If you do this, the attack is blocked. Weapons with 'armour piercing' ignore armour and are unblockable. If you are attacked by one of these and have chosen to block, it is assumed you would attempt to dodge instead. For example, a bandit tries to attack me, and rolls 2 dice, successfully hitting. I have a normal leather helmet (am 2), normal leather gloves (am 1), and normal leather armour (am 3), giving me a total armour modifier of 6. I then roll 3 dice (1 more then his 2) and get a 6, which means the blow glances harmlessly off my armour.
Dodging relies on dexterity - agile, quick movements to avoid damage. Similarly to dodging, you must roll 1 more dice than the attacker rolled, but in this case you must pass a dexterity check to successfully dodge. Weapons with 'always strike first' are assumed to be faster and thus harder to dodge, so when attacked by one of them you have a -1 modifier to your dexterity when attempting to dodge. Weapons with 'always strikes last' on the other hand, are cumbersome and easier to dodge, and thus you gain a +1 modifier to your dexterity when attempting to dodge them. For example, a bandit tries to attack me, and rolls 2 dice, successfully hitting. I have 9 dexterity, and roll 3 dice (1 more than his 2), getting a 7, and thus passing the skill check and evading the blow.
Dodging or blocking magic is assumed to be doable unless it is specified otherwise.
3. Initiative
All actions happen at the same time unless otherwise specified - this means that if you are shot by an arrow, and in the same turn kill the archer who shot the arrow, you still take the hit. It is assumed that the archer managed to shoot before you killed him, for example.
However, when a weapon has the 'always strikes last' or 'always strikes first' rule, these take precedence. For example, if you had a weapon with 'always strikes first' in the above scenario, you would kill the archer before he shot you.
This means that the choice to block or dodge must be specified in the player's action when in combat, in case they are attacked.