CombatThe rules for combat are based on initiative your stats, weapons & armour have a modifier to your InitiativeThe player with the highest Initiative will state first what they are going to do and act last this allows them time to change thier mind (-20 to action) as they are quicker than other players. Armour versus WeaponYour weapons have a PEN Value (Penetration) and a DAM Value (Damage) while your Armour has AV (Armour Value), Points (Condition), DP (Drop Points). Evey time your armour loses the value in DP its AV will drop by one point.So how does armour work against weapons? Well the PEN value of a weapon is taken aways from the AV value of the piece of armour that hit if the PEN is higher than the AV then all of the damage goes through the armour. IF the PEN is less than the AV then the armour soaks some or all of the damage. If for example we have a weapon that has a PEN of 10 and does 40 points of damage then Full Plate worn on the Torso which has a higher AV would soak (Stop) 15 points of the damage getting through to the wearer thus in this case letting 25 points through. In our example the Full plate takes the full damage and so lost 40 points and since it has a drop point value of 15 this means that the AV of that armour has been weakened from 30 to 28 points. As you can see eventually you will wear a big whole in the armour. This is were the user will want to dodge and parry attacks. A shield takes all damage automatically first so in this case a Steel Tower Shield would have soaked 15 points letting through 25 points of damage that the torso armour would have soaked as the penetration of the weapon was not enought to go through the shield . The shield would have saved the warrior from taking any damage at all. Both Shield and Torso Armour would have lost points and AV but it would take longer for the warrior to take damage. Init.M is your modifier to your initivate heaver armour will make you slower to react. If a player has all steel armour thier total init modifier is -78 (including Steel Tower shield and not including weapons) DodgingWhen you are attempting to dodge take total armour Initative Modifier and quarter it this is added on to any extra difficulity to dodge. This is because you are encumbered by the weight and inflexibility of your armour.Example James is wearing Steel armour and holding a Steel Tower Sheild this gives him a -78 to Initative ( 1/4 is -20) he wishes to dodge an attack by an NPC with a power score of 35. to dodge James must make his roll by 55 or the attack succeeds. ParryingA player can decide to parry an attack but must decide before the attack if they are going to do so.Multiple AttacksSome Classes have the ability to have multiple attacks See Classes for your multiple attack modifier. The basic part of this is that a player will have a chance of a second attack based on thier level, thier Agility, thier Stamina and thier class. The multiple attacks will probably start in a minus number. This is OK as they have been set so that a character with good stats will receive the ability of multiply attacks earlier than someone who has very bad stamina and agility. The values held in the 2nd & 3rd attacks are only the chance of being able to attack more than once. Once the percentage in either gets to 100 the character doesn't have Roll to see if they can attack twice as they automatically succeed in getting the chance of attacking twice. Then they will start to get chances of attacking a third time depending if thier class allows it. A Character does not recieve any XP for attempts for multiple attacks just on the attacks themselves.Don't forget that a character can put up thier stats by spending XP see Experience Warrior2nd Attack = ( ( STA + AGI ) - 180 ) + 10Pts per level3rd Attack = ( ( STA + AGI ) - 280 ) + 10Pts per level 4th Attack = ( ( STA + AGI ) - 380 ) + 10Pts per level Ranger2nd Attack = ( ( STA + AGI ) - 210 ) + 10Pts per level3rd Attack = ( ( STA + AGI ) - 310 ) + 10Pts per level Thief2nd Attack = ( ( STA + AGI ) - 250 ) + 10Pts per level3rd Attack = ( ( STA + AGI ) - 350 ) + 10Pts per level Bard2nd Attack = ( ( STA + AGI ) - 300 ) + 10pts per levelA warrior has a maximum of four Attacks and a thief has a Maximum of three attacks. The difference is that it will take a Thief with the same STA & AGI as a Warrior five extra levels to have the same chances of a Multiple attack. Example: STA: 100 AGI: 100 LVL: 1 Warrior 2nd Attack Chance (10%) Thief 2nd Attack Chance (-40%) Change level to 9 Warrior 2nd Attack Chance (90%) Thief 2nd Attack Chance (40%) Attempting a KnockoutTo attempt a knock out of a character (using the hilt of a weapon 1/4 dam) on a successfull hit your attacking power score is used as a modifier against the victims Stamina a failed roll by the victim will mean that they are knocked out. A Successful roll will mean that they have a point blank Attack as you are now vunerable no dodge/parry.
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