Combat system: Difference between revisions

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(Added E/B/P system.)
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The entire combat resolution is determined to be successful if the results exceed '''100'''. There are four general categories of combat resolution that exist.
The entire combat resolution is determined to be successful if the results exceed '''100'''. There are four general categories of combat resolution that exist.


==Attack Strength or AS==
== Attack roll and E/B/P ==

The first type of combat resolution occurs when a combatant swings, shoots or casts something at an opponent. [[Attack strength|AS]] is always compared to [[DS]] in this formula. This type of resolution looks like this:
An '''attack roll''' happens when a combatant swings, shoots, or casts something at an opponent.

Before the attack roll resolves, there is a chance that the defender will [[Evade]], [[Block]], or [[Parry]] the attack, negating it entirely. This is known as the E/B/P system. The checks are made in that order, and there is usually a 5% to 15% chance of a successful negation on each check if the defender is in offensive [[stance]], with increased chances in more defensive stances.

{| cellspacing=6
!
! Evade !! Block !! Parry
|-
! align="right" | Melee
| Yes || Yes || Yes
|-
! align="right" | Ranged
| Yes || Yes || No<sup>1</sup>
|-
! align="right" | Spell (Aimed)
| Yes || No<sup>2</sup> || No<sup>3</sup>
|}

:<sup>1</sup> ''Ranged attacks can be parried with a [[runestaff]]''
:<sup>2</sup> ''Spells can be blocked with [[Spell Block]]''
:<sup>3</sup> ''Spells can be parried with a [[runestaff]] or with [[Spell Parry]]''


If the attack passes the E/B/P checks, then an attack roll occurs. [[Attack strength|AS]] is always compared to [[DS]] in this formula. This type of resolution looks like this:


<div {{prettydiv|margin-right=35%}}><tt>'''AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276'''</tt></div>
<div {{prettydiv|margin-right=35%}}><tt>'''AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276'''</tt></div>
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<br> The result, over the required value of 100, indicates that this attack is successful. The Combat System would use this number to calculate [[Hitpoint|hit point]] damage, [[Wounds|wounds]] suffered, [[Critical|critical]] ranks if applicable, and any change based on the critical suffered to the combatant's [[Status|status]]. </div>
<br> The result, over the required value of 100, indicates that this attack is successful. The Combat System would use this number to calculate [[Hitpoint|hit point]] damage, [[Wounds|wounds]] suffered, [[Critical|critical]] ranks if applicable, and any change based on the critical suffered to the combatant's [[Status|status]]. </div>


==Cast Strength or CS==
== Warding roll ==
The second combat resolution type occurs when a combatant casts a warding spell at an opponent. Here, [[CS]] is always compared against [[TD]] or Target Defense, to resolve success or failure of the attack. This type of resolution looks like this:
The second combat resolution type occurs when a combatant casts a warding spell at an opponent. Here, [[CS]] is always compared against [[TD]] or Target Defense, to resolve success or failure of the attack. This type of resolution looks like this:


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=See Also=

=External References=


[[Category:Basic Mechanics]]
[[Category:Basic Mechanics]]

Revision as of 17:07, 14 May 2015

The Combat System refers to several components in order to determine resolution of combat. If an attack is considered successful, then the Combat System calculates the damage, wounds, critical damage and change to the combatant's status.

The system is very complex, but is automated to enable easy game-play.

Determining Resolution

The entire combat resolution is determined to be successful if the results exceed 100. There are four general categories of combat resolution that exist.

Attack roll and E/B/P

An attack roll happens when a combatant swings, shoots, or casts something at an opponent.

Before the attack roll resolves, there is a chance that the defender will Evade, Block, or Parry the attack, negating it entirely. This is known as the E/B/P system. The checks are made in that order, and there is usually a 5% to 15% chance of a successful negation on each check if the defender is in offensive stance, with increased chances in more defensive stances.

Evade Block Parry
Melee Yes Yes Yes
Ranged Yes Yes No1
Spell (Aimed) Yes No2 No3
1 Ranged attacks can be parried with a runestaff
2 Spells can be blocked with Spell Block
3 Spells can be parried with a runestaff or with Spell Parry


If the attack passes the E/B/P checks, then an attack roll occurs. AS is always compared to DS in this formula. This type of resolution looks like this:

AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276


This resolution has four components, each made up of several factors.

1) AS: +200
AS, or Attack Strength has been calculated to be 200 for this attack. Factors that make up this component include skills, attribute bonuses like STR for weapons or DEX for spells, weapon properties such as enchantment, and certain spells such as Strength or Bravery which can add to the attempted attack.
2) DS: -3
DS or Defensive Strength has been calculated to be -3 for this attack. Factors that make up this component include skills, attribute bonuses like AGI, shield or runestaff use, properties of the shield / runestaff and armor such as enchantment, and protective spells worn.
3) AvD: +35
AvD, or attack versus defense, is a numerical value that aggregates the effectiveness of the weapon used in the attack against the effectiveness of the armor worn by the defender.
4) d100 roll: +38
Each attack is randomized by a d100 (random number between 1 and 100). The difference of this value compared to the final result can give some indication of the likelihood of success in subsequent attacks.
= +276
The result, over the required value of 100, indicates that this attack is successful. The Combat System would use this number to calculate hit point damage, wounds suffered, critical ranks if applicable, and any change based on the critical suffered to the combatant's status.

Warding roll

The second combat resolution type occurs when a combatant casts a warding spell at an opponent. Here, CS is always compared against TD or Target Defense, to resolve success or failure of the attack. This type of resolution looks like this:

CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98


This attack likewise has four components which function similarly to the AS/DS resolution type, each component possibly comprised of several factors.

1) CS: +141
CS, or Cast Strength has been calculated to be 141 for this attack. Factors that make up this component include spell ranks, attribute bonuses like WIS or AUR, and certain spells such as Elemental Targeting or Mystic Focus which can add to the spell's power.
2) TD: +128
TD, or Target Defense has been calculated to be 128 for this attack. Factors that make up this component include character or creature level, attribute bonuses like WIS or AUR, and those defensive spells that help the opponent ward off spells.
3) CvA: +25
CvA, or Cast versus Armor, is a numerical value that shows how hard it may be to penetrate armor with a spell's effect.
4) d100 roll: +60
Again, the attack is randomized by a d100 (random number between 1 and 100).
== +98
In this example the opponent successfully wards this spell and will suffer no ill consequence. It is also not likely that the combatant will see success using this tactic against this opponent, there is only a 37% chance of this attack being successful.


Unarmed combat or UAF

The third combat resolution type occurs when a combatant uses the unarmed combat (referred to in general as UAC) based on their brawling skills against an opponent. There are several subtleties in the unarmed combat system that make it a bit more complex than just swinging a blade or tossing a bolt spell. Here, UAF, or the unarmed attack factor for the attacker is always compared against UDF or unarmed defense factor of the defender, to resolve success or failure of the attack. This type of resolution looks like this:

UAF: 29 vs UDF: 31 = 0.935 * MM: 125 + d100: 92 = 208


This attack again has four components which function similarly to the preceding resolution types, each component possibly comprised of several factors.

1) UAF: 29
The UAF or unarmed attack factor has been calculated to be 29 for this attack. Factors that make up this component include skills, attribute bonuses like STR and AGI, the enchantment properties of UAC-specific boots and gloves, and certain spells such as Strength or Dragonclaw.
2) UDF: 31
UDF, or the unarmed defense factor has been calculated to be 31 for this attack. Factors that make up this component include character or creature level, dodge and parry abilities, shield use, the enchantment properties of various items, and those defensive spells that help the opponent's defenses.
= 0.935
In the case of unarmed combat, an interim value is calculated and shown. This interim value is simply a ratio derived from the UAF divided by the UDF. Of course, you would like this interim value to be higher than 1.0, and it has a highest potential value of 2.0.
3) MM: 125
MM, or Multiplier Modifier, is calculated here to be 125 and is a concept unique to the UAC system. It is a numerical value comprised of various advantages and penalties like the combatant's stance and positioning, equipment like shield or weapon held and armor worn, the opponent's stance and status (i.e. stunned or prone), and the lighting conditions in the room or area.
4) + d100: 92
A random d100 (random number between 1 and 100).
= 208
The final result is 208 indicating a successful attack. This number is calculated by taking the interim ratio calculated earlier, multiplying that ratio and the multiplier modifier, and then adding the d100 result. The Combat System would use this number to calculate hit point damage, wounds suffered, critical ranks if applicable, and any change based on the critical suffered to the combatant's status.


Maneuvers

Resolution of combat maneuver skills such as Bearhug or Shield Bash are more streamlined. This type of resolution looks like this:

[Roll result: 109 (open d100: 56)]


This resolution has only two visible components, but there are a couple of peculiarities.

1) Roll result: 109
Unlike the preceding combat resolution types, this one starts off with the resolution result for the attack. Again, the value to strive for is greater than 100.
2) (open d100: 56)
And unlike the preceding combat resolution types, the concept of an open-ended d100 (random number between 1 and an unbounded value) is expressed. In simple terms, a standard d100 result is generated, and if that value is 96 or greater, another d100 value is generated. This process continues (open-ended) until the d100 roll result is less than 96. Then all the values are added together. Therefore, however unlikely it may be, it is possible to have this number show a result of 200, 300 or more!
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