Combat System
by
Tzusun Losttrail
Table of Contents
Section 1
Statistics
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Constitution-Determines health points, resistance to various forms of damage
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Strength-Determines damage, weight allowance
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Coordination-Determines reaction speed, attack success, defense
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Piety-Determines effectiveness of deity derived abilities and magic
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Intelligence-Determines effectiveness of ambient magical abilities
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Intuition-Determines defense
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Essence-Determines spell success, magic resistance, core essence
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Statistics for Constitution, Strength, Coordination, Piety, Intelligence, and Intuition range between 10 and 100, further modified by race. For every 2 points from 60, a penalty if lower or a bonus if higher is assessed to all skills based on the statistic.
Section 2
Combat
Combat is based on a d100 system, 1 is always a miss, and 100 is always a hit. To determine if a weapon or spell hits a random roll is done. If the roll is higher than the "needs to hit", then a hit occurs. If the number is less than the "needs to hit", a miss occurs.
Section 3
Physical Combat
The possibility to hit is found by subtracting the Total Physical Offense (TOS) of the attacker from the Total Physical Defense (TDS) of the target. Then adding the targeting factor (TR) to that sum.
Formula
To hit = TPD - TPO + TF
All that will be displayed is the To hit, TPD, TPO, and the d100 roll.
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Section 3.1
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Step 1: Physical Base Number (PBN)
All creatures and players have a PBN for their physical defense.
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A player's PBN is determined by adding the Coordination Bonus (CB) and the Intuition Bonus (InB).
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Creatures have a set PBN.
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Step 2: Percent Physical Defense (PPD)
The PPD is then added to the result of step 1, the PBN.
The PPD is determined by the Physical Defense Rating (PDR) as modified by the aggression factor setting (AFS).
For players the PDR is the total of their defensive training. For more on the PDR see the section on calculating PDR.
For creature the PDR will be within an allowable range for that creature type.
- Example a player has a PDR of 100 and sets their aggression setting to 60%. Since the player is attacking at 60% only 40% is left over for defense. Giving the player a PDS of 40.
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Step 3: Current Physical Status (CPS)
Multiply the result from step 2, PBN+PPD, by the player or creature's current status.
The CPS is simply the physical status of the creature of player, i.e. standing, sitting, lying, stunned, etc.
Status |
Penalty |
Standing |
No penalty |
Sitting |
-25% penalty |
Lying |
-50% penalty |
Stunned |
-50% penalty |
Note you can be lying and stunned from a penalty of -100% penalty |
Need to add some more categories.
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Step 4: Percent Maximum Health (PMH)
Next multiply the result from step 3, (PBN+PPD)CPS, by the PMH factor.
The PMH is determined by dividing the creature or players current health by there maximum health. Then use the following scale to find the multiple. | |
100% - 80% health |
1.0 multiple |
80% - 60% health |
0.9 multiple |
60% - 40% health |
0.7 multiple |
40% - 20% health |
0.5 multiple |
20% - 10% health |
0.25 multiple |
10% - 0% health |
0.1 multiple |
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Step 5: Armor Factor (AF)
Add the Armor Factor to the result of step 4, ((PBN+PPD)CPS)PMH, if the creature or player is wearing any.
The AF is determined by adding the Armor Rating (AR) and the Armor Bonus (AB).
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The AR is the normal protective rating of the armor.
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The AB is any addition protection added from material or enchantment.
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Step 6: Physical Defensive Spell Bonus (PDSB)
Last add the PDSB to the total from step 5, ((PBN+PPD)CPS)PMH+AF.
The PDSB is the total defensive bonus given by all spells effecting a creature or player. This can be both positive and negative.
The Formula
TPD = ((PBN + PPD)CPS)PMH+AF+PDSB
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Section 3.2
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Step 1: Physical Base Number (PBN)
As with TPD the PBN is the first step in calculating the TPO.
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Step 2: Percent Physical Offense (PPO)
The PPO is then added to the result of step 1, the PBN.
The PPO is determined by the Physical Offense Rating (POR) as modified by the aggression factor setting (AFS).
For players the POR is the total of their offensive training. For more on the POR see the section on calculating POR.
For creature the POR will be within an allowable range for that creature type.
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Example a player has a POR of 100 and sets their aggression setting to 60%. Then mean that the player is attacking at 60% of there maximum or 60. If the player where to have a POR of 324 then the new PPO would 194 (194.4 be well round to the nearest whole number).
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Step 3: Current Physical Status (CPS)
Multiply the result from step 2, PBN+PPD, by the player or creature's current status.
The CPS is simply the physical status of the creature of player, i.e. standing, sitting, lying, stunned, etc.
Status |
Penalty |
Standing |
No penalty |
Sitting |
-25% penalty |
Lying |
-50% penalty |
Stunned |
-50% penalty |
Note you can be lying and stunned from a penalty of -100% penalty |
Need to add some more categories.
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Step 4: Percent Maximum Health (PMH)
Next multiply the result from step 3, (PBN+PPD)CPS, by the PMH factor.
The PMH is determined by dividing the creature or players current health by there maximum health. Then use the following scale to find the multiple. | |
100% - 80% health |
1.0 multiple |
80% - 60% health |
0.9 multiple |
60% - 40% health |
0.7 multiple |
40% - 20% health |
0.5 multiple |
20% - 10% health |
0.25 multiple |
10% - 0% health |
0.1 multiple |
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Step 5: Weapon Factor (WF)
The Weapon Factor is then added to the results of step 4, ((PBN+PPO)CPS)PMH. The WF is composed of two parts:
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The Weapon Rating (WR) is the normal protective rating of the weapon.
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The Weapon Bonus (WB) is any addition protection added from material or enchantment.
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Step 6: Physical Offensive Spell Bonus (POSB).
The last step is to add in the POSB to step 5, ((PBN+PPO)CPS)PMH+WF.
The POSB is the total offensive bonus given by all spells effecting a creature or player. This can be both positive and negative.
The Formula
TPO = ((PBN+PPO)CPS)PMH+WF+POSB
Section 3.3
Through the use of the targeting skill it is possible for an attacker to target in on a specific spot. Doing this raises the needs to hit according to the difficulty factor of the target. While a leg or arm might be relatively easy to hit, the right eye would require a masterful attack.
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Step 1: Targeting Table
The targeting penalties for different areas are listed below.
Target |
Arm |
Leg |
Torso |
Back |
Head |
Neck |
Eye |
Penalty |
10 |
10 |
15 |
20 |
30 |
35 |
50 |
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Step 2: Adding the penalty.
The penalty value found above is then adding onto the to hit.
Formula
To Hit=((PBN +((PDR)((100-AFS)/100)))CPS)PMH+AF+PDSB - ((PBN+((POR)AFS/100))CPS)PMH+WF+POSB + TF
Section 4
Physical Combat Damage
Roles of 1 and 100 are unique. The result of the to hit 1 will always fumble. The result of the to hit 100 will always result in a critical hit as long as the to hit for the attack is 95 or lower and will at least always hit its target, even if the to hit is 96 or higher. Listed below is an explanation of how each one works.
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Rolls of 1: The Fumble
When the random number generated is 1 the attacker has fumbled their attack. This results in the attacker suffering some form of detriment, hitting themselves with their own weapon, wasting the attack, or even hitting an innocent bystander.
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Rolls of 100: The perfect strike
Whenever the number generated is 100 and the to hit is 95 or lower, the attacker has performed a perfect strike. Damage from this attack is calculated normally, however the attacker is move up 5 ranks on the critical hit table.
Physical combat damage is figured by the following steps:
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Step 1: Level of Success (LOS)
The LOS is calculated by subtracting the d100 result from the "to hit"
Example: The to hit was 38 and the roll was 68 then the LOS equals 30.
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Step 2: Weapon Skill Rank (WSR)
Next the (WSR) of the attacker is subtracted from the WSR of the target.
For players the WSR is determined by the number of times they have trained in that weapon style.
For creatures the WSR is set within the range for that type of creature.
Example: if a player is using a short sword and has 10 training's in short blades then there WSR is 10, however if they where using a mace and did not have any training small blunt then the WSR would be 0.
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Step 3: Adding it up.
The LOS is then added to the result of step 2, giving a new LOS. This number is then compared to the LOS chart to find the damage multiplier (DM).
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Step 4: Weapon Damage Range (WDR) and Strength Bonus (SB)
Each weapon has a random about of damage associated with it (the weapons WDR). Once this damage has been generated the SB is added to that number.
Example: a longsword could do from 1 to 12 points of damage, the result of the role shows that the longsword did 8 points of damage. This is then added to the 5 points strength bonus our fighter has. Giving a finial damage of 13 points.
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Step 5: Total Damage
By multiplying the damage calculated in step 4 by the damage multiplier (DM) in step 3 we end up with a total damage. This number is then modified by step 6.
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