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Tefpuz

Combat rules

May 24th, 2016
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  1. Combat Rules:
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  3. You have 10 Action points, this amount will increase as you become stronger.
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  5. You allocate them between Attack and Defense.
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  7. Your items,weapons, strength and dexterity bonuses give you a bonus to attack and defense respectivly. Items have it displayed as {0,0}
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  9. Heavy armour disables the dexterity bonus to defense, Meaning that heavy armour will be more consistant in reducing damage. Lighter armour makes you harder to hit in the first place.
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  11. If different attack and defense allocations are suggested, they will be averaged.
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  14. Other actions during combat give you a penalty to attack and defense {-0,-0} depending on how hard or time consuming it is.
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  16. As a rule of thumb, the bigger the weapon is the more reliant on strength it is, the smaller it is the more reliant on dexterity it is. Weapons that are middling size take roughly half of each.
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  18. Most missle weapons use dexterity to as a stat. Excluding items that use more strength, such as throwing hammers and longer throwing spears. They usually end up being 50/50 on dex/str.
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  20. Most magical weapons use wisdom for their abilities. But as with most things magic this varies from item to item. In general, if the magic is trying to replicate an action, it uses the stat accosiated with that action.
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  23. Attacking twice will split your roll and bonuses into to seperate attacks (Excluding each weapon's offesive modifier), but will force the opponent to do the same for their defense.
  24. On average, this means that you will do more damage but you lose the defensive bonus on your weapons for that round. It should be noted that some smaller weapons have no defensive bonuses and therefore are better for dual wielding.
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  26. Some select weapons enjoy the ability to keep their defensive bonus when double attacking, these are called paired weapons and are designed to be used together. Excluding those, with sufficent training one can reduce the penalty on dual weilding defense. But only for the two types of weapons that are trained for (I.E for shortsword/dagger if you opted to use a longsword instead of a shortsword you would need to re train to reduce the defensive penalty)
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  28. Attacking and using a spell in the same action is difficult, but possible. The AP required to cast the spell is deducted form your attack and defense, then an amount of AP is deducted from your allocatable AP, depending on your class.
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  30. Warlocks only have a deduction of 1 per 2 spell power(not including their free +1).
  31. Wizards have to focus on their incantations, rather than focused emotion. As such it is 1 per 1.
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  33. Then both actions are performed at the same time. You cannot double attack if your spell requires gestures of any kind. The double attack rules still apply, but after this ap reduction has been taken into effect.
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  36. Spells and magic:
  37. Using spells requires action points. You allocate the points to attack and that will equal the spellpower of that spell. It will also drain an equal amount from your spell pool. Mage catalysts give bonuses to spellpower, this still draws from your spell pool but gives you more Action points to place in defense or other actions. Still roll a D20.
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  39. Faith channeled magic is different. It draws from a divine being and has no spell pool. However, the caster acts as a direct floodgate to the power and this taxes the body physically. still uses the spell power system of 1-10. You still roll a D20.
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  41. Warlocks and specialized necromancers have both a spell pool and require endurence to cast spells. But they get +1 spellpower on everything and this +1 is free. They require no holy symbol or catalyst to use their magic. Each warlock has a different weakness depending on their patron being. Still roll D20.
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  43. A warlock can also tap into their power directly. In this case roll 3D20 total (One for the combat roll, two to select the spell from my chart.) don't forget to declare your intent. The spell will try to do as you say to the best of it's ability. the spell is then added to your spell list automaticly and may be casted again at a 50% chance, each succesful cast increases this chance by 20%. If failed you automaticly tap into your power for a random spell.
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  45. Be wary about tapping into your power to much, it is much more taxing and can wear you out quickly. While it is a fast track to power, it is not without signifigant risk. It is far safer to develop and practice spells.
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