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- COMBAT UPDATE!
- This is the update you have all been waiting for!
- So, for using the environment in combat please refer to:
- For actual combat though!
- INDEX:
- 1) Standard Combat
- 2) Stats
- 1)
- There will be "Major" and "Minor" actions in turn based events (mostly combat). a major action would be something that requires concentration and an action. For example attacking. Moving would be a minor action, as you just move somewhere. 1 major action is counted as 2 minor actions. The distance that you can move is 1/2 your speed per minor action in feet. You can only move (your speed) feet per turn.
- Standard combat should go an almost identical way to standard DND
- STEP 1) Roll 1d20 and add your strength modifier. This then goes against their 1d20 + AC.
- STEP 2) If your total is higher than theirs, then your attack may parse.
- STEP 3) Roll your weapon die plus your strength modifier (or dexterity if it is a finesse weapon) and any other modifiers
- STEP 4) That is how much damage you deal!
- If you roll a 20 for hitting, and they do not roll a 20, no matter if their AC means that their total is higher, you critically hit.
- Critical hits mean you deal max damage with your weapon die. (For example instead of rolling 1d6 you just use 6)
- If the defender rolls a 20 for defending, then they will successfully defend, no matter what.
- Critical failures such as rolling 3 or less (or whatever the DM decides for your action, harder actions will have higher critical fail bands) could result in consequences. For example if you rolled a 1 for hitting and you don't have a good strength modifier you will probably trip over or something...
- Using a ranged weapon will use dexterity instead of strength for every modifier. you roll 1d20+DEX mod, and later you will roll wep die + DEX mod.
- You can also attack 2 times in a turn. Attacking the second time would count as your minor action. If you are dual wielding, for example 2 pistols, or 2 daggers, you would do the same as your major attack for the second attack. If you are using a two handed weapon, or not dual wielding you would have to do (your weapon die)/4 rounded to the nearest integer. For example if you were using a weapon die which was 1d8, your first attack would use 1d8, and the second would use 1d2.
- 2)
- weapon stats!
- please comment your weapon and i will tell you the die that you will use for that.
- All monk weapons (i think the only one here is bostaffkind) will be able to be either finesse or normal, so you can use strength modifiers or dexterity modifiers. This is since there is no monk class here, so monk weapons will take the monk rule with them
- Daggers are also finesse weapons.
- For scaling with alchemy, stats will be in tiers. The tier will decide how many of the die you use. All start at tier 1.
- For example a sword/katana (1d8) would be tier 1 at the start, and then after 3 rounds of alchemy would be 3d8. Each tier of alchemy would be the previous tier's total grist required * 10. To get from tier 1 to tier 2 you need 100 grist used, tier 2 to tier 3 would be 1000 grist, etc.
- Currently decided weapon die:
- Bostaffkind: d8
- sword / katana: d8
- dagger: d4 (each)
- claws: d6 (each)
- pistol: d4
- rifle: d6
- sniper: d8 (must reload after shooting)
- glaive: d8
- mace: d6
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