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Derp_Herp's magical girl cyoa combat system.
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Alright lets get started with this fucking train wreck...
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Combat will be resolved through the One-Roll Engine (ORE) and its associated d10 dice.
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Basics:
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To conduct an action, you roll a number of d10 dice and look for matching dice rolls, if there are no matching dice rolls, the action fails.
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If there are multiple matching dice rolls, you can choose whichever one you want for a particular action.
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(W)Width: Number of matching dice from a roll.
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(H)Height: The value of the matching dice from a roll.
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Width indicates speed and priority of actions, as well as raw power behind actions.
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Height indicates quality, finesse, and accuracy of actions.
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This abbreviated as WxH.
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Converting stats into dice pools.
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 1-2 :1 Die 
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 3-4 :2 Dice 
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 5-7 :3 Dice
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 8-10:4 Dice
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11-13:5 Dice
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14-16:6 Dice
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17-19:7 Dice
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20-23:8 Dice
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24-27:9 Dice 
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For each stat (STR, VIT, MAG, AGI, LUK) look at the total value of that stat and assign a corresponding number of d10 dice as indicated above. 
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(STR) STRENGTH: determines physical damage and lifting capability.
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(VIT) VITALITY: determines physical health, endurance and toughness.
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(MAG) MAGIC:    determines overall magical capability
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(AGI) AGILITY:  determines speed, dexterity and hand-eye coordination
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(LUK) LUCK:     determines luckiness, fate and probability manipulation
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STR, VIT, MAG and AGI are used in combat rolls.
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LUK is used in fate rolls.
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COMBAT:
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Combat is conducted in rounds, each round is 5 seconds in length.
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Each combat round works like this:
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	1) Declare attack: Everybody declares an action.
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	1) Declare: Everybody declares an action
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	Player chooses two of their combat stats (STR, VIT, AGI, MAG) to use for their actions.
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	Player assigns two combat stats to an attack and two combat stats to an defense.
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	Only one stat (STR, VIT, AGI, MAG) can be assigned to an combat role.
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	2) Roll: Roll dice equal the sum of their two stat dice pools.
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	2) Roll: Roll dice equal the sum of their two stat dice pools for attack and defense.
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	Players are hard capped at 10 d10 dice.
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	Attacks either inflict damage or impose a condition on the other dude.
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	Attacks either inflict damage or impose a condition on the other dude. 
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	Attacking rolls must have an greater width and 	height then the defending rolls.
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Players can forego their combat round to dodge or defend against a incoming attack.
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Defending player must declare AGI and another stat for their dice pool and roll.
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FATE ROLLS:
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Attacking players must roll a greater width and height then the defending player's roll or the attack fails.
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	Got a really shitty roll? No fucking problem!
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	During a combat round, before actions are resolved, you can perform a fate roll and substitute dice from your fate roll 					
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	with your combat roll based on width and height.
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	To perform a fate roll, roll your LUCK dice pool and look for matching dice.
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	Width indicates the number of dice that can be substituted.
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	Height indicates the value of the matching dice that can be substituted.
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Additional notes: Fate rolls are different from normal action rolls, you can choose which height to use, however you're still limited to the width of that height. 
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FATE ROLLS CAN ONLY BE PERFORMED ONCE PER MONSTER/MAGICAL GIRL ENCOUNTER!
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Damage calculations:
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Your hit points is the sum of all your dice pools added together. You fall unconscious once you reach 0 or negative HP and you revert out of your mahou shoujo form you cannot conduct combat in this condition. The next successful attack will kill you.