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    Complete Combat Explanation

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    Join date : 2018-09-12

    Complete Combat Explanation

    Post by Admin on Fri Oct 12, 2018 11:57 pm

    DRN(Dominant Random Number) is a roll of one six-sided dice (1d6) but with an additional bonus: if the die roll is “6,” one is subtracted, and then that die is re-rolled and added to the result. This means a single swing can potentially have 20 rolls of damage or a protection roll can completely defend against 6 weapons.

    Attack roll: attacker's Attack attribute + 1d6(DRN)

    Defense roll: defender's Defense value + 1d6(DRN)

    Damage roll: attacker's Strength attribute + weapon Damage attribute + 1d6(DRN)

    Protection roll: defender's Protection attribute + 1d6(DRN) (+ shield Protection if you have one)


    Range: Range is maximum firing distance for a missile weapon, (range)x5 is the total number of feet a projectile can travel.

    Precision: Precision + 1d6(DRN) x 5 = is the number of feet that you can accurately hit something in.

    +++++
    Normally a damage roll adds the strength stat to the damage stat of the weapon, for bows however 1/3 of your strength and dexterity is added to the damage.
    +++++
    Turn order is determined by the DEX stat, players always go first.
    +++++
    When defending an attack (successfully or not) your defense skill is reduced by 1, it returns to normal on your turn.
    +++++
    Making an attack or defense roll will incur a fatigue cost, this cost is the encumbrance number of your armor.
    +++++
    At the start of your turn some of your fatigue is reduced. 1/5th of your maximum HP is what your fatigue is reduced by.
    +++++
    Using a weapon and using magic both reduce your fatigue before any other step meaning if your stamina goes over 100 your attack or spell will fail.
    +++++

    Dual wielding results in a penalty of -1 attack on primary and -2 attack on offhand.
    Attacking with your primary only uses half of your Main Action but still disallows minor actions.

    Each player's turn consists of:
    1 Main Action
    3 Minor Actions

    Main actions:
    Swinging a weapon
    Using a spell
    Loosing an arrow or bolt
    Re-loading a bolt


    Minor actions include but are not limited to:
    Moving 1 tile
    Re-loading a bow
    Drinking a potion
    Opening a door
    Putting your weapon away
    Pulling your other weapon out
    Flipping off an opponent

      Current date/time is Sun Feb 17, 2019 10:38 pm