Post by ShadowTheBuu on Feb 4, 2019 13:04:59 GMT -5
Sometimes you have to fight, be it monsters or other people.
When first initiating combat, turn order must be established. To figure turn order, each participant rolls a d10 and adds the number of dots to the roll. (IE- Meric the Goron has a 2 dots in dexterity, and rolls a 7. His initiative is 9.) If there is a tie, both characters go that round, with the highest in dexterity deciding what to do first. In instances like these, a double attack can happen if the tied participants so chose.
When initiative is decided, battle begins.
On your turn, you have 3 types of actions, a full action, a bonus action, and a free action.
On full action, you can do a number of things, which include the following.
~Attacking~
When attacking, you roll the stat for which kind of attack you are performing. Strength+Melee is for using melee weapons. Strength+Brawl is used for unarmed attacks such as punches and kicks. Dexterity+Ranged is for ranged attacks such as bows and crossbows. Strength+Ranged is for thrown weapons.
When someone is being attacked, the best thing to do is dodge. To dodge, one rolls their Dexterity+dodge and must beat the number of dice the attacking party has rolled. If it hits, damage is rolled. If not, no damage is taken as the defending party is not hit. Difficulty can be raised or lowered depending on situations. (IE, a person being held in place is easier to hit. Aiming for a certain area in the target's form makes it harder to hit.)
When figuring damage, take the stats you rolled to hit and roll them again. Each successful die adds one point of damage. If a person has a piece of armor on that part of their body, the armor takes the damage first, soaking it before it is damage/destroyed.
~Magic Spell~
Depending on what spell you use, a number of things are done. If the spell is an attack spell, one must roll their dexterity and add either Ranged for ranged spell attacks, or Melee/brawl for close ranged spells. At this point, the target may roll their Dexterity+dodge stats to try and dodge. If the spell hits, roll Intelligence+Magic to figure out the damage for the spell. Remember that spells use MP, so keep this in mind.
~Speak a complete sentence
6 or more words comprise a complete sentence. This can be used to give commands that require more than 5 words, or to try and persuade or intimidate. When attempting to intimidate someone, you roll Charisma+Intimidation. If using persuasion, you roll Charisma+Persusation. Manipulation can also be used with intimidation or persuasion. The target must then make a Intelligence+Wits roll. If the person who is persuading or intimidating rolls more dice beating the difficulty given by the GM, they succeed. If the target rolls higher, they are not persuaded or intimidate.
~Use An Item On Yourself~
Sometimes you're going to run in to trouble with that one enemy. You run low on HP or MP, or you become poisoned. When you need to use an item such as a health or mana potion, it takes your turn to use it on yourself as you are treating yourself. You can only use one item on yourself per turn though.
Bonus actions
Bonus actions vary widely, and can include a number of things. Certain magic spells or attacks can be used as a bonus action, but they will not be as powerful as a full action spell or attack. Just like full attacks, bonus attacks must first be rolled with Dexterity+Brawl, Dexterity+Melee or Dexterity+ranged. The target then must roll Dexterity+Dodge if they wish to dodge. Bonus attacks or spells have a set damage though, hence you do not roll for their damage.
You can also use an item on another person, such as if they were are low on HP or MP, or poisoned, paralyzed or unconscious.
Free Action
Free actions can be used if an item allows it, or if you use 5 words per that turn.
Stealth attack
To use stealth attacks, you of coarse have to be hidden from your target. To hide, you roll Dexterity+Stealth, and try to beat your targets perception score. If it beats it, the target can not sense you. From that point, you have to be as quiet as you can and not try to be spotted. If you make a noise or disturbance to something that can alert your target, you have to make another stealth roll. When you attack, you roll your usual attack. If it hits, it does double damage (Poison does not factor in to double damage).
~Not Your Turn~
When you are being attacked, you have two options- dodge or soak the damage. as mentioned earlier, to dodge an attack, roll Dexterity+Dodge and beat your opponent's attack roll. If you get more successes, you dodge, if you get equal or less, you are hit.
To soak damage, if you have no armor or your armor breaks, you roll Stamina and every success is 1 point of damage negated.
~Holding an action~
You can hold an action and have it trigger when the requirements you place are met. For example, if you are holding a crossbow and are ready to fire a shot, but the target is behind a wall, you can hold an action to where if they step in to your line of fire, you can fire the crossbow at that time. At that point, the usual rolls are made. If it hits, you caused damage, if not, you have to wait until your next turn to do something.
~Taking Damage~
Taking damage can be hazardous even if you are only down to by a certain percent of your health. When you take enough damage, you go down a tick in your health track, and can start suffering penalties when you get down to Hurt status. When you become hurt, you gain a point of difficulty in what you try to do. So if a target number is usually 4, if you hit Hurt status, the difficulty raises to 5.
Fire damage has a chance to ignite you, causing a continuous burning effect until you either extinguish the fire or you drop to 0 HP.
Poison damage is much like fire damage, but continues to work until you hit 0 HP or take an antidote.
~Victory or defeat~
There are two ways to win, and as such two ways to lose in combat. If you take an enemy down to incapacitated, they are no longer conscious and are out of the battle. If they surrender, you win (if they're actually surrendering). As such, you are able to be defeated in the same way. If your HP ever drops to 0, your character is dead. There are spells and items that can revive your character, but they must be perform the spell or use the item on their turn or when battle is complete. An HP restoring item does not bring back a dead character!
That's it for now. If I have missed something, ask the GM if you are unsure of it.
When first initiating combat, turn order must be established. To figure turn order, each participant rolls a d10 and adds the number of dots to the roll. (IE- Meric the Goron has a 2 dots in dexterity, and rolls a 7. His initiative is 9.) If there is a tie, both characters go that round, with the highest in dexterity deciding what to do first. In instances like these, a double attack can happen if the tied participants so chose.
When initiative is decided, battle begins.
On your turn, you have 3 types of actions, a full action, a bonus action, and a free action.
On full action, you can do a number of things, which include the following.
- Attack
- magic spell
- Speak a complete sentence
- Use an item on yourself
~Attacking~
When attacking, you roll the stat for which kind of attack you are performing. Strength+Melee is for using melee weapons. Strength+Brawl is used for unarmed attacks such as punches and kicks. Dexterity+Ranged is for ranged attacks such as bows and crossbows. Strength+Ranged is for thrown weapons.
When someone is being attacked, the best thing to do is dodge. To dodge, one rolls their Dexterity+dodge and must beat the number of dice the attacking party has rolled. If it hits, damage is rolled. If not, no damage is taken as the defending party is not hit. Difficulty can be raised or lowered depending on situations. (IE, a person being held in place is easier to hit. Aiming for a certain area in the target's form makes it harder to hit.)
When figuring damage, take the stats you rolled to hit and roll them again. Each successful die adds one point of damage. If a person has a piece of armor on that part of their body, the armor takes the damage first, soaking it before it is damage/destroyed.
~Magic Spell~
Depending on what spell you use, a number of things are done. If the spell is an attack spell, one must roll their dexterity and add either Ranged for ranged spell attacks, or Melee/brawl for close ranged spells. At this point, the target may roll their Dexterity+dodge stats to try and dodge. If the spell hits, roll Intelligence+Magic to figure out the damage for the spell. Remember that spells use MP, so keep this in mind.
~Speak a complete sentence
6 or more words comprise a complete sentence. This can be used to give commands that require more than 5 words, or to try and persuade or intimidate. When attempting to intimidate someone, you roll Charisma+Intimidation. If using persuasion, you roll Charisma+Persusation. Manipulation can also be used with intimidation or persuasion. The target must then make a Intelligence+Wits roll. If the person who is persuading or intimidating rolls more dice beating the difficulty given by the GM, they succeed. If the target rolls higher, they are not persuaded or intimidate.
~Use An Item On Yourself~
Sometimes you're going to run in to trouble with that one enemy. You run low on HP or MP, or you become poisoned. When you need to use an item such as a health or mana potion, it takes your turn to use it on yourself as you are treating yourself. You can only use one item on yourself per turn though.
Bonus actions
Bonus actions vary widely, and can include a number of things. Certain magic spells or attacks can be used as a bonus action, but they will not be as powerful as a full action spell or attack. Just like full attacks, bonus attacks must first be rolled with Dexterity+Brawl, Dexterity+Melee or Dexterity+ranged. The target then must roll Dexterity+Dodge if they wish to dodge. Bonus attacks or spells have a set damage though, hence you do not roll for their damage.
You can also use an item on another person, such as if they were are low on HP or MP, or poisoned, paralyzed or unconscious.
Free Action
Free actions can be used if an item allows it, or if you use 5 words per that turn.
Stealth attack
To use stealth attacks, you of coarse have to be hidden from your target. To hide, you roll Dexterity+Stealth, and try to beat your targets perception score. If it beats it, the target can not sense you. From that point, you have to be as quiet as you can and not try to be spotted. If you make a noise or disturbance to something that can alert your target, you have to make another stealth roll. When you attack, you roll your usual attack. If it hits, it does double damage (Poison does not factor in to double damage).
~Not Your Turn~
When you are being attacked, you have two options- dodge or soak the damage. as mentioned earlier, to dodge an attack, roll Dexterity+Dodge and beat your opponent's attack roll. If you get more successes, you dodge, if you get equal or less, you are hit.
To soak damage, if you have no armor or your armor breaks, you roll Stamina and every success is 1 point of damage negated.
~Holding an action~
You can hold an action and have it trigger when the requirements you place are met. For example, if you are holding a crossbow and are ready to fire a shot, but the target is behind a wall, you can hold an action to where if they step in to your line of fire, you can fire the crossbow at that time. At that point, the usual rolls are made. If it hits, you caused damage, if not, you have to wait until your next turn to do something.
~Taking Damage~
Taking damage can be hazardous even if you are only down to by a certain percent of your health. When you take enough damage, you go down a tick in your health track, and can start suffering penalties when you get down to Hurt status. When you become hurt, you gain a point of difficulty in what you try to do. So if a target number is usually 4, if you hit Hurt status, the difficulty raises to 5.
Fire damage has a chance to ignite you, causing a continuous burning effect until you either extinguish the fire or you drop to 0 HP.
Poison damage is much like fire damage, but continues to work until you hit 0 HP or take an antidote.
~Victory or defeat~
There are two ways to win, and as such two ways to lose in combat. If you take an enemy down to incapacitated, they are no longer conscious and are out of the battle. If they surrender, you win (if they're actually surrendering). As such, you are able to be defeated in the same way. If your HP ever drops to 0, your character is dead. There are spells and items that can revive your character, but they must be perform the spell or use the item on their turn or when battle is complete. An HP restoring item does not bring back a dead character!
That's it for now. If I have missed something, ask the GM if you are unsure of it.