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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, priority and raw power.
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Height indicates quality, finesse, and accuracy.
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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 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: Everybody declares an action
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	1) Declare: Everybody declares actions
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	Player assigns up to two combat stats for an attacking roll and up to two combat stats to an defense roll.
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	Players can perform these combat rolls as many times as they have stats available to assign.
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	Only one stat (STR, VIT, AGI, MAG) can be assigned to an combat roll.
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	Only one combat stat (STR, VIT, AGI, MAG) can be assigned to an combat roll.
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	This is default, specialties, perks and magical powers may adjust the number of attack and defense rolls.
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	2) Roll: Roll dice equal the sum of their assigned dice pools for attack and defense.
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	Players are hard capped at 10 d10 dice per combat roll.
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	3) Resolve: From highest width to lowest, resolve the results and assign damage. 
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	Attacks either inflict damage or impose a condition on the other dude.
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	Defense roll dice from WidthxHeight sets can gobble up dice from attack roll sets of equal or lesser value.
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	Defense roll dice sets can gobble up dice from attack roll sets of equal or lesser value.
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	Only one defense roll height can be assigned this way and this works against multiple attacking sets.
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	Defense with no matching dice still constitutes a failure.
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For example, if one player defends and rolls a 2x9, and one attacker rolls 3x5, the defending player can assign his 2 9s to gobble up the attackers 2 5s, which reduced the attacker roll to 1x5 and a failure.
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	When the combat round is resolved, all attack and defense rolls reset to zero.
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For example, if one player defends and rolls a 2x9, and one attacker rolls 3x5, the defending player can assign his 2 9s to gobble up the attackers 2 5s, which reduced the attacker roll to 1x5 and turning that attack into a failure.
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	Note: Amount of damage done is based on the width after resolution calculations.
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FATE ROLLS:
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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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	During a combat round, before actions are resolved, you can perform a fate roll and substitute dice from your fate roll 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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You can perform fate rolls equal to your LUK dicepool per game day, this does not accumulate and refreshes at the beginning of every game day.
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Damage calculations:
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Your hit points is your VIT dicepoolx2. 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.
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Your hit points is your VIT dicepoolx2. You fall unconscious once you reach 0 or negative HP by a single attack and you revert out of your mahou shoujo form you cannot conduct combat in this condition. The next successful attack will kill you.
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WEAPONS:
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To simplify things, I am going to use magic the gathering style keywords hopefully for all major game mechanics.
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MELEE
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Falls under two categories, one handed and two handed weapons.
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ONE HANDED: 
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Favored stats: STR +X/AGI +X
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If the favored stat is used to perform an attacking roll with that weapon, said character deals X additional damage for each favored stat assigned.
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Favored Stat damage is only applied if the attack was successful.
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Beginner Magical Girls start off with +1 in each favored stat, capping off at +10. 
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Riposte X
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Whenever your defense roll dice set successfully gobbles up an attack roll dice set completely, you may assign X damage to that opponent.
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Riposte damage can only be assigned once this way to any applicable opponent per combat round. 
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For example a Magical girl with a one-hander defense rolls 3x7 and decides to use all of her defense dice to gobble up an 3x3 attack roll, the magical girl assigns riposte damage to that opponent.
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Beginner Magical Girls start off with Riposte 1. This skill caps off at Riposte 10.
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TWO HANDED:
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Favored stats: STR +X/VIT +X
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Mordhau X
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When performing an attack against opponent(s), you may ignore X number of defense roll gobbling attempts to your attacking rolls.
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Mordhau defense roll ignores can only be applied for one attack roll per combat round.
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For example if a attacking Magical Girl welding a two-hander rolls 3x5, and the opposing opponent defense rolls a 2x7 and assigns all of his/her/its defense dice to gobble up the magical girl's attack roll, Mordhau 1 allows the magical girl to ignore ONE of his/her/its defense dice, dropping the attack roll set to 2x5 instead of 1x5 which would have been a failure.
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Beginner Magical Girls start off with Mordhau 1. This skill caps off at Mordhau 10.