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Combat Rules, V2.0 (alpha)

 
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blueSC



Joined: 07 Sep 2006
Posts: 13

PostPosted: Tue Jun 16, 2009 2:07 am    Post subject: Combat Rules, V2.0 (alpha) Reply with quote

The following are experimental new combat rules that attempt to address certain imbalances in the game that arose with the old combat system, by the nature of how the dice were rolled.

Items in your inventory do not need to be changed, as the system is still built around to-hit% and evade% and item caps have not been changed. However, base to-hit and evade% (and their caps) have changed, so you will have to tweak your character's stats a little bit (but not very much - it's very easy if you already know your stats under the old system.)

KEY CHANGES
- Dice are rolled differently for attack and evade rolls. It is now a contest between combatants, rather than a contest between ENdice and your stats.
- Base to-hit% and evade%, as determined by your level, is changed. Read the section on calculating your combat stats to see how.
- To-hit and evade caps have changed, because they essentially do not need to exist with the new system. See the "New Caps" section.
- Ranged attacks (such as bows and thrown weaponry) and unarmed combat have a few nuances worked out now. See the "Unusual Attacks and Situations" section below.
- Energy blades have some specific combat rules. See the "Unusual Attacks and Situations" section and the Equipment Caps section below for details.

Several examples of combat are included farther down the page. Please read them before asking questions about the rules.
(c) Exodus Night

TABLE OF CONTENTS
Summary of Combat (REQUIRED reading)
Automatic Success/Fail, Critical Hits
Unusual Combat Situations and Actions
Calculating your Combat Stats (REQUIRED reading)
New Caps
Examples


Last edited by blueSC on Tue Jun 16, 2009 2:42 am; edited 3 times in total
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blueSC



Joined: 07 Sep 2006
Posts: 13

PostPosted: Tue Jun 16, 2009 2:08 am    Post subject: Summary of Combat Reply with quote

SUMMARY OF COMBAT
The attacker rolls d100, and adds the result to their to-hit % (and any situational modifiers that may arise, such as temporary bonuses or penalties added by the SC). The defender then rolls d100, and adds the result to their evade % (and any situational modifiers that may arise). Whoever has the higher result succeeds (with the exception of an automatic success/fail roll):
- If the evader wins, they evade the attack successfully.
- If the attacker wins, they attack successfully. Move on to soaking and applying damage.

If the result is a tie (which happens a little less than 1% of the time), whoever has the higher stat (to-hit if attacking, evade if defending) succeeds.

And that's all there is to it (until the fine print starts to creep in)!


Last edited by blueSC on Tue Jun 16, 2009 2:50 am; edited 2 times in total
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blueSC



Joined: 07 Sep 2006
Posts: 13

PostPosted: Tue Jun 16, 2009 2:10 am    Post subject: The Fine Print Reply with quote

AUTOMATIC SUCCESS/FAIL ROLLS
Whether attacking or evading, if your d100 roll is a natural 1-5%, you automatically fail (attack attempts miss, and evade attempts fail). If your d100 roll is a natural 95-100%, you automatically succeed. ("Natural" means that the d100 rolled one of those numbers, disregarding any bonuses or penalties INCLUDING YOUR TO-HIT% OR EVADE% that may have applied to your roll.)
If both characters roll an automatic success, whoever rolled higher wins (as though automatic success did not count). If both roll an automatic fail, the attack fails.

Handy Helper
If the result of your attack or evade roll is only 1-5 higher than your to-hit or evade stat (respectively), you had an automatic fail. (Note that an automatic fail does not guarantee a critical hit or evade.)
If you suspect you had an automatic success, subtract your to-hit% or evade% (respectively) from the result of your roll, and if the difference is 95 or higher, you have an automatic success! (Note that an automatic success does not guarantee a critical hit or evade.)
If you were dealing with some sort of modifier to your to-hit or evade, remember to include that in your to-hit% or evade% when calculating an automatic success/fail!


CRITICAL HITS/EVADES
If you roll an automatic success AND beat your combat roll+modifiers beats your opponent's combat roll+modifiers by at least 20, you score a critical hit (if you are attacking) or a critical evade (if evading).
If you roll an automatic fail AND your opponent's combat roll+modifiers beats your combat roll+modifiers by at least 20, your opponent scores a critical hit (if they are attacking) or a critical evade (if they are evading).

- A critical hit does double damage to the defender (doubled before soak).
- A critical evade means the attacker hits themselves for normal damage.
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blueSC



Joined: 07 Sep 2006
Posts: 13

PostPosted: Tue Jun 16, 2009 2:14 am    Post subject: Unusual Combat Situations and Actions Reply with quote

UNUSUAL COMBAT SITUATIONS AND ACTIONS

Some aspects of combat were not addressed in the old rules, so some of them have been addressed here. These are suggested modifiers for those situations. An SC might rule that an attack (not covered in the list) is an unusual attack and declare some sort of bonus or penalty if they feel it is appropriate.

- Called shot: -20% to hit to choose where your attack will hit (useful against enemies with specific weak spots, subject to SC approval), or to activate the severing function of a severing weapon.

- Disarm attack: -20% to hit. If attacker is successful in combat, opponent drops targeted item instead of taking damage. (Picking up a dropped item takes a round to accomplish, and may be difficult if somebody else is guarding the item or also trying to pick it up...)

- Energy Blades: -20% to hit, automatic fails are rolls of 1-10 instead of 1-5, and automatic success rolls are 90-100 instead of 95-100.

- Guard: state your intention to guard another character from an attack BEFORE the combat rolls take place. (The guarded character must be adjacent to you.) After the attacker makes their attack roll, make an attack roll of your own. If your attack roll is higher than the attacker's, you take the place of the original target. Proceed to make your evade roll as though the attack had been against you. You can only guard one person/item per round. (Note: if you have the Guard skill, add 5% to your competing "attack" roll.)

- Guard an item: much like guarding another character, if an enemy wishes to take an item you are adjacent to and guarding, they make a competing "attack" roll with you. If their attack roll is higher than yours, they manage to reach the item. If your attack roll is higher, you become the target of their actions instead.

- Melee attacks from a distance: You can't do it, silly goose! Melee combat is hand-to-hand, and you can't hit your opponent from forty feet with a sword unless you are Kenneth Brannagh.

- Ranged weapon attacks from a distance: -10% to hit if making an attack with a ranged weapon at a distance BEYOND the reach of a defender's melee weapon. (This, of course, affords the attacker total protection from the melee weapons of their opponent, because they are out of reach!)

- Ranged weapon attacks, firing into a melee: firing on a target engaged in melee combat (with another combatant other than yourself) requires making a called shot (see above). If your attack misses, the other combatant in the melee must also make an evade roll to see if it hits them instead by accident.

- Unarmed attack: -10% to hit if you are unarmed AND opponent is armed with a melee weapon. Characters with the Martial Arts skill do not face this penalty.

- Unarmed evade: -10% to evade if you are unarmed AND opponent is armed with a melee weapon. Characters with the Martial Arts skill do not face this penalty.


Last edited by blueSC on Tue Jun 16, 2009 2:36 am; edited 3 times in total
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blueSC



Joined: 07 Sep 2006
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PostPosted: Tue Jun 16, 2009 2:18 am    Post subject: Calculating your Combat Stats Reply with quote

CALCULATING YOUR COMBAT STATS

If you know your character's to-hit and evade stats already (disregarding the old 90% cap), simply subtract 30% from your to-hit% and 15% from your evade%, and you will have the new stat (or at least something close to it). If you don't know your stats already or are at all unsure, follow the instructions below.

BASE TO-HIT% AND EVADE%

LEVEL__TO HIT___EVADE
1______5%_____0%
2______5%_____5%
3______10%____5%
4______10%____10%
5______15%____10%
6______15%____15%
7______20%____15%
8______20%____20%
9______25%____20%
10_____25%____25%
11_____30%____25%
12_____30%____30%
13_____35%____30%
14_____35%____35%
15_____40%____35%
16_____40%____40%
17_____45%____40%
18_____45%____45%
19_____50%____45%
20_____50%____50%
21_____55%____50%
22_____55%____55%
23_____60%____55%
24_____60%____60%
25_____65%____60%
26_____65%____65%
27_____70%____65%
28_____70%____70%
29_____75%____70%
30_____75%____75%
etc. (Follows same pattern indefinitely as levels continue. To Hit increases every odd level, and Evade increases every even level.)

CALCULATING YOUR ATTACK %
Add all the following together:
- Your base Attack % (above)
- Any profession, skill, or race bonuses AND/OR penalties you may have for Attack %
- Equipment bonuses AND/OR penalties to Attack %
- For a melee attack, add your Strength bonus
- For a ranged attack, add your Dexterity bonus
The result is your character's Attack %. There is no cap on this stat: only on equipment bonuses (see the Caps section). (Note that due to different Str and Dex scores, or various skills that target certain weapons, you may have a different Attack % for different weapons.)

CALCULATING YOUR EVADE %
Add all the following together:
- Your base Evade % (above)
- Any profession, skill, or race bonuses AND/OR penalties you may have for Evade %
- Equipment bonuses AND/OR penalties to Evade %
- Your Dexterity bonus
The result is your character's Evade %. There is no cap on this stat: only on equipment bonuses (see the Caps section).


Last edited by blueSC on Tue Jun 16, 2009 2:40 am; edited 2 times in total
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blueSC



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Posts: 13

PostPosted: Tue Jun 16, 2009 2:19 am    Post subject: New Caps Reply with quote

NEW CAPS

CHARACTER STAT CAPS


Base To-hit: no max
Base Evade: no max
Combined to-hit and evade bonuses from ITEMS: +30% maximum, not including item penalties

Physical soak: 70% max
Magical/Ethical/Elemental soaks: 50% max each
Maximum regeneration from items: 4hp/round

Spell Channeling: +4d?+4 maximum
Spell Bonuses: 2xLvl maximum
Spell charging: 3x maximum charge

Ability scores: 22 maximum, with exception of Mentalist Int. and special cases (such as a knight's Str. boost ability)
Stat bonuses (Str, Dex, Con, Int, Wis, Cha): maximum +4. (Calculate bonus by subtracting 15 from your ability score.)

EQUIPMENT CAPS

Base Weapon Damage: maximum of 15 damage from dice (d15, 3d5, 5d3, etc)
Weapon Damage Bonus: maximum of +15 damage (does not include Str bonuses)
To hit bonuses: no single item may have more than +15% to hit
Evade bonuses: no single item may have more than +15% evade
Gem inlays: no more than 4 per item

Mythril vs Lycanthes: this damage bonus (and others like it) does not count toward the above maximums, because the bonus is conditional rather than base damage.
Energy Blades: -20% to hit, which does not count toward a character's +30% to hit/evade maximum. Energy blades have automatic failures rolls of 1-10 and automatic success on rolls of 90-100.


Last edited by blueSC on Tue Jun 16, 2009 2:35 am; edited 2 times in total
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blueSC



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PostPosted: Tue Jun 16, 2009 2:22 am    Post subject: Examples Reply with quote

EXAMPLES

Example of basic combat roll...

Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 85
Beto: (evade is 20%) d100+20
ENdice: 66
(Armin's attack succeeds, because his result is higher. Armin proceeds to roll for damage and Beto soaks, as normal.)

Examples of Automatic success/fail rolls, without criticals
Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 130
Beto: (evade is 20%) d100+20
ENdice: 113
(Armin scores an automatic success (132-35 = 95%) and hits automatically, regardless of Beto's roll. He does not score a critical hit, because the sum of his roll+modifiers is only 17 higher than Beto's.)

Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 122
Beto: (evade is 20%) d100+20
ENdice: 118
(Beto scores an automatic success (118-20 = 98%) and evades automatically, regardless of Armin's roll. He does not score a critical evade, because the sum of his roll+modifiers (118) is actually lower than Armin's.)

Examples of critical hits...
Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 133
Beto: (evade is 20%) d100+20
ENdice: 98
(Armin scores a critical hit, because he rolled an automatic success of 98% (133-35 = 98) AND the sum of his roll+modifiers was more than 20 higher than Beto's evade roll (133-98 = 35))

Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 82
Beto: (evade is 20%) d100+20
ENdice: 22
(Armin scores a critical hit, because Beto rolled an automatic fail of 2% (22-20 = 2), AND sum of Armin's roll+modifiers was more than 20 higher than Beto's (82-22 = 60))

Examples of critical evades...
Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 85
Beto: (evade is 20%) d100+20
ENdice: 118
(Beto scores a critical evade, because he rolled an automatic success of 98% (118-20 = 98), AND sum of his roll+modifiers was more than 20 higher than Armin's attack roll (118-85 = 33))

Armin swings his sword at Beto, trying to cut him.
Armin: (to-hit is 35%) d100+35
ENdice: 38
Beto: (evade is 20%) d100+20
ENdice: 63
(Beto scores a critical evade, because Armin rolled an automatic fail of 3% (38-35 = 3), AND sum of Beto's roll+modifiers was more than 20 higher than Armin's attack roll (63-38 = 25))

Example of calculating a character's to-hit% and evade%...
Level 5 Elven fighter with a long sword, bow, and walking staff, 19 Dex and Str:
15% base to-hit + 10% (Lvl 5 fighter bonus) + 4% (Str, for melee weapons) OR 4% (Dex, for ranged weapons) + 5% (bows and longswords only, Elven bonus) = 34% to hit with long sword or bow, 29% to hit with walking staff.
10% base evade + 5% (Lvl 5 fighter bonus) + 4% (dexterity) = 19% evade.
Thus, this character's attack roll for long sword or bow would be "d100+34," and for their staff would be "d100+29." Their evade rolls would be "d100+19."
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