Bull Rush: Difference between revisions
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'''Bull Rush''' is a [[Combat Maneuvers|combat maneuver]] that allows the attacker to attempt to rush an opponent and knock them to the ground. |
'''Bull Rush''' is a [[Combat Maneuvers|combat maneuver]] that allows the attacker to attempt to rush an opponent and knock them to the ground. |
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On slight successes ([[endroll]]s 101 to 125) the target will be knocked off balance with a slight push (a [[roundtime]] penalty). On more substantial successes (ER 126 to 150), the target will be knocked down with roundtime. Minimum roundtime at ER |
On slight successes ([[endroll]]s 101 to 125) the target will be knocked off balance with a slight push (a [[roundtime]] penalty). On more substantial successes (ER 126 to 150), the target will be knocked down with roundtime. Minimum roundtime at ER 101 is 3 sec. with a maximum RT penalty of 15 sec. at ER 205. When endrolls are greater than 150 the target will also sustain [[HP]] damage. Minimum HP damage at ER 151 is 10 and increases to a maximum of 35 at ER 275. |
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==Roundtime Penalty Formula== |
==Roundtime Penalty Formula== |
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Formula uses a ceiling function. |
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:<math>\mathrm Roundtime {{=}} \left \lceil 3 + ((Endroll - 127)/7)) \right \rceil</math> |
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{{Equation box|{{math|Roundtime {{=}} round up[3 + (([[Endroll]] - 127)/7)]}}}} |
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{| {{prettytable|text-align:center}} |
{| {{prettytable|text-align:center}} |
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==Added Damage Formula== |
==Added Damage Formula== |
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Formula uses a floor function. |
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:<math>\mathrm Damage {{=}} \left \lfloor 10 + ((Endroll - 150)/5)) \right \rfloor</math> |
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{{Equation box|{{math|Damage {{=}} [[trunc]][10 + (([[Endroll]] - 150)/5)]}}}} |
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{| {{prettytable|text-align:center}} |
{| {{prettytable|text-align:center}} |
Revision as of 13:32, 30 November 2017
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Bull Rush is a combat maneuver that allows the attacker to attempt to rush an opponent and knock them to the ground.
On slight successes (endrolls 101 to 125) the target will be knocked off balance with a slight push (a roundtime penalty). On more substantial successes (ER 126 to 150), the target will be knocked down with roundtime. Minimum roundtime at ER 101 is 3 sec. with a maximum RT penalty of 15 sec. at ER 205. When endrolls are greater than 150 the target will also sustain HP damage. Minimum HP damage at ER 151 is 10 and increases to a maximum of 35 at ER 275.
Roundtime Penalty Formula
Roundtime = round up[3 + ((Endroll - 127)/7)] |
Roll Result |
Target Roundtime |
Roll Result |
Target Roundtime | |
---|---|---|---|---|
101-127 | 3 | 170-176 | 10 | |
128-134 | 4 | 177-183 | 11 | |
135-141 | 5 | 184-190 | 12 | |
142-148 | 6 | 191-197 | 13 | |
149-155 | 7 | 198-204 | 14 | |
156-162 | 8 | 205+ | 15 | |
163-169 | 9 |
Added Damage Formula
Damage = trunc[10 + ((Endroll - 150)/5)] |
Roll Result |
Target HP Damage |
Roll Result |
Target HP Damage | |
---|---|---|---|---|
150-154 | 10 | 175-179 | 15 | |
155-159 | 11 | 200-204 | 20 | |
160-164 | 12 | 225-229 | 25 | |
165-169 | 13 | 250-254 | 30 | |
170-174 | 14 | 275+ | 35 |
Not all values shown.
Creatures that utilize this maneuver
Messaging
Roundtime messaging:
[Roll result: 140 (open d100: 35) Bonus: 10] You rush towards a zombie and connect with a shoulder check! You manage to knock a zombie flat on her back! Roundtime: 5 sec.
Roundtime and damage messaging:
[Roll result: 178 (open d100: 68) Bonus: 10] You rush towards a zombie and connect with a shoulder check! You manage to knock a zombie flat on her back! 15 hits! Roundtime: 5 sec.
Failure:
[Roll result: 58 (open d100: 58)] A black centaur rushes towards Target and connects with a shoulder check! Target stands firm and manages to maintain his balance.