Post by Suzie on Jul 24, 2018 10:19:39 GMT
New combat rules :
Before combat start :
Each player roll a d10 and add athletics skill.
This score will determine initiative. The higher your score is, the quicker you will play your turn.
Each player determine his damage and his defense.
Damage is attack skill /5 (rounded down) +1 (initial damage)
Defense is attack skill /3 (rounded down) + athletics
For each turn :
When it's the player turn, the player can choose between several options :
- Attack
You roll a dice being 20 + the ennemy defense (if the ennemy defense is 10, then you roll a 30)
To hit the ennemy you need to have result EQUAL OR LOWER than your attack skill.
(If BobTheWizard have a 10 in magic, he will need a result inferior or equal to 10 while running a d30 to hit the ennemy)
If you succeed, the other player / ennemy remove your damage from your HP.
If you roll a 1 it's considered as a critical hit and you deal double damage.
- Defend
You choose between protecting yourself or another player. You then add half of your attack skill to the chosen character.
It only last for this turn and you can't take another action during that time.
- Retreat
You run away and won't be able to take part in the current combat for this scene.
- Take an action
It can be using an item, drinking a potion, using a passive spell, doing something special.
It's limited to one action though.
For example if you are far way from a ladder and want to climb it, you need first to run to the ladder, it's one action.
And then you need to climb it, it's another action.
If you are far away from a character or an ennemy and don't have ranged attack, you will need an action to reach it.
During PVE :
Once all players have taken their actions, they will need to roll a d5 then add their charm score to the result.
The ennemy will then attack the character with the lowest score
Before combat start :
Each player roll a d10 and add athletics skill.
This score will determine initiative. The higher your score is, the quicker you will play your turn.
Each player determine his damage and his defense.
Damage is attack skill /5 (rounded down) +1 (initial damage)
Defense is attack skill /3 (rounded down) + athletics
For each turn :
When it's the player turn, the player can choose between several options :
- Attack
You roll a dice being 20 + the ennemy defense (if the ennemy defense is 10, then you roll a 30)
To hit the ennemy you need to have result EQUAL OR LOWER than your attack skill.
(If BobTheWizard have a 10 in magic, he will need a result inferior or equal to 10 while running a d30 to hit the ennemy)
If you succeed, the other player / ennemy remove your damage from your HP.
If you roll a 1 it's considered as a critical hit and you deal double damage.
- Defend
You choose between protecting yourself or another player. You then add half of your attack skill to the chosen character.
It only last for this turn and you can't take another action during that time.
- Retreat
You run away and won't be able to take part in the current combat for this scene.
- Take an action
It can be using an item, drinking a potion, using a passive spell, doing something special.
It's limited to one action though.
For example if you are far way from a ladder and want to climb it, you need first to run to the ladder, it's one action.
And then you need to climb it, it's another action.
If you are far away from a character or an ennemy and don't have ranged attack, you will need an action to reach it.
During PVE :
Once all players have taken their actions, they will need to roll a d5 then add their charm score to the result.
The ennemy will then attack the character with the lowest score
He attack like all the character does. He will roll a d(20+character defense) and if his result is inferior or equal to his attack score, player will take damages.
I might do a few OOC training session to show how the system work IG, if you are interested feel free to ask.