Author Topic: [Asydia] Systems: Combat  (Read 5686 times)

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Offline Shadoweagle

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[Asydia] Systems: Combat
« on: January 31, 2014, 01:07:04 AM »
Roaming Combat

Physical Combat in the Asydian system differs somewhat from the more traditional Armor Class and Attack bonuses. Instead of foes having a static Armor Class to overcome by a roll, the GM rolls the enemies' defense, and the PC must roll his dice with the purpose of achieving as close to the same roll as the defense as possible. The same is true of PC's when defending an attack. At the start of each round they must roll their Roaming Defense score, and the GM shall roll attacks to attempt to match this score. Roaming Defense scores last one round and must be re-rolled each round. This roll system is called Roaming Combat.

If the number rolled is close enough to the defender's Defense Roll (This depends on the attack and defense modifiers of the player and foe), the attacker will score a hit, and may roll damage. If the roll is exactly the same, the attack always hits, and deals Critical damage for double your damage roll. The Minimum Hit Range score is 0, it cannot go into negatives. A Hit Range of 0 means that the attacker must roll exactly the same number as the Defense Roll, to score a hit.

Many magic effects ignore the Roaming Combat system, automatically hitting the target, unless it is resisted. However, some spells do require rolls on the Roaming Combat System. They will be noted in the spell description.

Hit = Roaming Defense Score (RDS) + or - Hit Range (HR).

Hit Range (HR) = Roaming Attack Bonus (RA) - Roaming Defense Bonus (RD)

RA (Melee) = Power Modifier + Miscellaneous Modifiers + Class Modifiers
RA (Ranged) = Precision Modifier + Miscellaneous Modifiers + Class Modifiers
RD = Speed Modifier + Armor Bonus + Miscellaneous Modifiers + Class Modifiers

Different monsters will use different Defensive die (DD) for their Defense rolls, depending on their level, power or type. For example:

Insignificant foe: 1d6
Easy foe: 1d10
Standard foe: 1d12
Tough foe: 1d20
Deadly foe: 1d50
Deific/impossible foe: 1d100

Obviously if the PC's are level 1 and they come across a foe with a 1d100 defense roll, it's a pretty good indication to RUN - they will need many levels and a far higher RA before they can face off against such a thing.

But how's this all work!?

Well, let's look at an example.

Marius is a level 3 Zealot. Through his Power modifier, his class and a nice magic sword he found in a dungeon, he has a +4 modifier to his Roaming Attack (RA). Because of his class and armor bonuses, he has a 2 to his Roaming Defense (RD). Due to his level, he has a 1d10 Defense Die.

Marius comes across a Giant Rat in his travels. The Giant Rat is a standard foe, and has a 1d10 Defense Die. It's RA is +3 and RD is 1. Combat Begins!

The Hit Range for Marius is +-3 (Marius's RA(4) - Giant Rat's RD(1))
The Hit Range for the Giant Rat is +-1 (Giant Rat's RA(3) - Marius's RD(2))

Round 1!
The Giant Rat rolls a Defense of 9. This is a very good defensive roll (The High and Low extremities both are), because the Defense Die is capped at 10. To hit the rat, Marius must roll a 6, 7, 8, 9 or 10.

Marius rolls a 4. His sword swings wide, striking up sparks from the rock ground.

Marius rolls a Defense of 3, meaning the Giant rat must roll a 2, 3 or 4 to strike Marius.
The rat rolls a 4, hitting! It then rolls a damage roll of 1d4, and deals 2 damage.

Round 2!
The Giant Rat rolls a Defense of 5. It's a bad defense roll, as it is not protected by the upper or lower cap of the dice roll. To hit the rat, Marius may roll a 2, 3, 4, 5, 6, 7, or 8.

Marius rolls a 5! This matches the Defensive roll exactly and means the strike is a critical hit! Marius's sword deals 1d8 +1 damage. He rolls a 6.
Marius's damage is 6+1 x2 = 14. Marius cleaves the head clean off of the Giant Rat, slaying it!
Well done, Marius!

Defensive and Offensive effects (This section may go in a different thread and expanded in the future)
The Defensive Die is not the only indicator of difficulty of a foe. In fact, creatures with quite a high DD may still be suited for lower level encounters. A small and fast sprite, for example, may have a 1d20 DD, and a high RD (Due to it's speed modifier), and yet only boast 5hp, being easily crushed should a PC manage to strike it. Conversely, a massive stone golem may only have a 1d10 DD, however it's RD may be massive due to natural armor, and it's HP similarly large.

On top of this, some creatures have defensive abilities which may make up for low DD, RD or HP. Here are some examples:

Incorporeal: Incorporeal creatures have a much higher RD than a normal creature of it's type and level, making it far harder to land a hit.

Damage Resistance: Damage resistance reduces the damage dealt by attacks by a fixed amount. This damage resistance can negate all damage if it is higher than the damage dealt.

Magical Negating: All spells targeted at this creature are negated, dealing no damage and leaving no effects on the creature.
Elemental Negating: All elemental spells targeted at this creature are negated, dealing no damage and leaving no effects on the creature. This negation can be for all elemental effects, or any combination of the four schools (Fire, Water, Earth, Air).
Blood Magic Negating: As above, however negates Blood magic effects.
Divine Negating: As above, however negates Divine magic effects.

Magical Dampening: Dampens all magic in a radius, denying the use of any spells by magic users.
Elemental Dampening: As above, however only effects Elemental users.
Blood Magic Dampening: As above, however only effects Blood Magic users.
Divine Dampening: As above, however only effects Divine Magic users.

Regenerative: Regenerates a certain amount of HP each round.

« Last Edit: January 31, 2014, 03:32:51 AM by Shadoweagle »
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