Combat system

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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.

If the attack passes the E/B/P checks, then an attack roll occurs. 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.
    AS is calculated from weapon skills such as Edged Weapons, attribute bonuses such as STR for melee or DEX for archery and aimed spells, secondary combat skills like Combat Maneuvers, weapon properties, spells, and the attacker's stance.

  2. DS: -3
    DS, or Defensive Strength has been calculated to be -3 for this attack.
    DS is calculated from four sub-components: Generic DS (from armor enchantments and many protective spells), Evade DS (from the Dodging skill), Block DS (from Shield Use), and Parry DS (from weapon skills). It is also heavily influenced by the defender's stance. Against ranged attacks (archery or aimed spell), Evade and Block are both +50% more effective, but there is no Parry DS unless the defender is using a bow or runestaff.

  3. AvD: +35
    AvD, or Attack versus Defense is a value that represents the effectiveness of the weapon against 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, which is higher than the threshold 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 warding magic.

  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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