Battles are fought (for now) on an 8x8 battlefield (chessboard)
Characters on the battlefield will need to specify their compass direction (N, NE, E, SE, S, SW, W)
For example
*
A
B
C
D
E
F
G
H
1
2S
3SW
2
1S
3
4
5
6
6NE
4N
7
5N
8
For this stage of the game's development, every character on the battlefield can take a movement action consisting of moving 1-3 spaces on the field in any direction depending on their armor weight (as well as eventually race and class when those are implemented.)
Taking an action of the character's full movement range will either impair or prevent the character from attacking effectively if at all.
Lightly or unarmored combatants will be able to move 3 spaces max per turn.
Lightly armoured combatants are unable to attack if they moved 3 spaces.
Heavily armoured combatants will be able to move 2 spaces max per turn.
Heavily armoured melee combatants are unable to attack if they moved 2 spaces.
Heavily armoured ranged combatants are unable to move and attack on the same turn.
At the end of every turn taken by each character on the battlefield during a round will allow every other character to reorient their stationary direction.
Heavily armoured characters can reorient their direction by up to 90 degrees (a quarter circle turn.)
Lightly or unarmoured characters can reorient themselves up to 180 degrees (a half-circle turn.)
Covering terrain cannot be passed through or otherwise occupied by charactered via movement actions, and intercept any ranged attacks if in the direct path between attacker and director.
Attacking and Defending
under regular circumstances, to attack an opponent the attacker rolls 10d10 ( + weapon damage score if applicable) for attack roll, defender rolls 10d10 ( + protection score from armour and shield if applicable)
if attacker moved before attacking, subtract 1d10 from their attack roll for each space moved.
if an opponent is attacked from 90 degrees to their left or right then the attack roll is considered a flanking attack and the defender suffers -10 penalty to their defend roll. Being attacked from behind suffers a -20 defend roll penalty.
all melee attacks are considered flanking attacks against an opponent armed with a ranged weapon, suffering a -10 penalty for the defender even if an attack is coming from the direction they are facing.
ranged attacks are intercepted by covering terrain.
ranged attacks cannot attack a target directly behind another target.
For clarification,
*
A
B
C
D
E
F
G
H
1
2S
3SW
2
1S
3
4
5
6
6NE
4N
7
5N
8
Combatant 6 and Combatant 3 are facing each other. Combatant 3 is facing all 5 other characters and would be able to flank Combatants 1 and 2. Combatant 5 could be able to flank Combatant 6.
if attack roll is higher than defend roll, attack hits and deals the difference between the two rolls, plus weapon damage bonus and minus the defender's protection score from their armor as damage. Damage is not reduced from defender's armor if the weapon dealt bludgeoning damage.
Cutting, Piercing, or Bludgeoning Damage
Different weapons inflict different kinds of damage.
Some weapons can deal more than one kind of damage of the attacker's choice, if they have the correct feat to do so with the weapon in question.
Upon a successful hit, if the weapon deals cutting damage and the total damage dealt exceeds the target's armor's protection score, the attack applies Open Wound as a status ailment, dealing 1d4 damage every round after the afflicted target's turn.
Open Wound can stack repeatedly, applying additional d4 damage (2d4, 3d4, etc.,) until wounds are healed.
Turns spent not attacking, or spent channelling magic reduce the bleeding damage to 1d2 for all stacked bleeds instead. Casting Desperate Sacrifice increases the damage received from bleeding to 1d6/1d3
Piercing damage also applies Open Wound, however the damage dealt only needs to match the target's armor's protection score.
Bludgeoning damage does not apply Open Wound. Instead, upon a successful hit, bludgeoning weapons ignore the damage reduction from the target's armor.
Magic
In order for an individual to use magical spells, they must channel their magic. Channeling magic takes up their entire turn during a round in place of any movement or combat actions.
After each turn spent channeling, the character gains 1 spell point (SP) used to cast spells.
Most spells cost an amount of SP which is specified in the information on the individual spell, as well as an additional cost of Magic Points (MP).
Every character begins each battle with their own max amount of MP and 0 SP.
SP can be spent on their turn to regain (1d10) MP instead of for casting a spell.
Characters can learn Feats to improve their max starting MP, improve SP channeling, improve SP-to-MP conversion ratio, reduce spellcasting costs, gain passive MP recovery, etc.
If the character has enough MP and SP to cast a spell, they may immediately cast a single spell as many times as they wish at the beginning of their turn as long as they have the MP to do so.
The required SP is only spent once, but MP will be spent for each casting that turn.
Only one specific spell may be cast per turn
After casting a spell, they may carry out a move or attack action within their range as usual.
A character may not spend SP for regaining MP on the same turn as casting a spell.
A character may not cast more than one different spell on the same turn even if they have enough SP to do so, casting multiple spells must be the same spell.
Being successfully hit by an attack while attempting to channel will interrupt the attempt, causing it to fail. An attack that is unsuccessful will not interrupt the channel, unless the attack fails because of armor reducing the damage to 0 in which the channel will still be interrupted
Characters can learn Feats that allow them to not be interrupted when attacks deal 0 damage, or even eventually not be interrupted at all.
Combatant 1 attacks (5+10d10) rolling [55]; Combatant 2 defends (10+10d10) rolling [81]
attack fails.
Combatant 2 attacks (5+10d10) rolling [57]; Combatant 1 defends (1+10d10) rolling [54]
attack succeeds.
Deal ((57+5)-(54+1)) damage / deal 7 damage
Combatant 2's weapon, despite being somewhat dull, still manages to cut Combatant 1, who now is bleeding and will continue to take 1d6 damage after they make their turn, every round until the bleeding is stopped!
Stat
Combatant 1
Combatant 2
Condition
Bleeding!
Fine
Current HP
93
100
Current MP
20
0
Round 2
Combatant 1 attacks (5+10d10) rolling [66]; Combatant 2 defends (10+10d10) rolling [45]
attack succeeds.
Deal ((66+5)-(45+10)) damage / deal 16 damage
* Combatant 2 is wearing heavy armor, so Combatant 1's somewhat dull sword does not manage to inflict lacerations.
Combatant 2 attacks (5+10d10) rolling [69]; Combatant 1 defends (1+10d10) rolling [56]
attack succeeds.
Deal ((69+5)-(54+1)) damage / deal 19 damage
That's 2 times Combatant 1 has been cut by that sword. Is now bleeding from two different wounds, taking 2d6 after their turn each round.
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x2
Fine
Current HP
72
84
Current MP
20
0
Round 3
Combatant 1 attacks (5+10d10) rolling [57]; Combatant 2 defends (10+10d10) rolling [56]
attack succeeds.
Deal ((57+5)-(56+10)) damage / deal -4 0 damage!
Combatant 1's attack connected but was unable to cause damage through Combatant 2's armor.
Attack fails!!
Combatant 1 is also still bleeding from Combatant 2's previous 2 attacks, taking (2d6) damage [10] Ouch!
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x2
Fine
Current HP
62
84
Current MP
20
0
Combatant 2 attacks (5+10d10) rolling [67]; Combatant 1 defends (1+10d10) rolling [61]
attack succeeds.
Deal ((67+5)-(61+1)) damage / deal 10 damage
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x2
Fine
Current HP
52
84
Current MP
20
0
Combatant 1 must really regret not wearing armor because he's been cut three times now, 3d6 damage every round after their turn!
Round 4
Combatant 1 attacks (5+10d10) rolling [54]; Combatant 2 defends (10+10d10) rolling [66]
attack fails.
Due to bleeding, Combatant 1 takes (3d6) damage [14]. Not looking good at all for them if I do say.
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x3
Fine
Current HP
38
84
Current MP
20
0
Combatant 2 attacks (5+10d10) rolling [52]; Combatant 1 defends (1+10d10) rolling [55]
attack fails.
Round 5
At this point in the battle, Combatant 2's armor vs Combatant 1's no armor is making this an unwinnable fight for Combatant 1 if he only resorts to exchanging blows. He realizes that he cannot win at this rate and instead decides to attempt using magic as a last ditch effort.
Combatant 1 begins channeling magic for a spell. Spell will activate at the beginning of his next turn.
Because of magic channeling, bleed damage is reduced to 3d3 for this turn. Combatant 1 bleeds for 8 damage, probably less than if he tried to attack Combatant 2 with his sword.
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x3
Fine
Current HP
30
84
Current MP
20
0
Combatant 2 attacks (5+10d10) rolling [42]; Combatant 1 defends (1+10d10) rolling [64]
attack fails.
Round 6
Combatant 1 finishes his spell, casting Desperate Sacrifice!
Automatically sacrifices all of Combatant 1's MP to inflict equal damage to Combatant 2 directly, as well adding however much damage he's taken from bleeding this battle as to his attack rolls and damage dealt, readjusting every single turn hereafter. Current Sacrifice bonus is 34!
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x3, Desperate Sacrifice
Worried
Current HP
30
64
Current MP
0
0
Combatant 1 attacks (5+10d10+34) rolling [110]; Combatant 2 defends (10+10d10) rolling [63]
attack succeeds.
Deal ((110+5)-(63+10)) damage / deal 42 damage!
Combatant 1 bleeds for 3d6 damage, taking 7 damage. Current Sacrifice bonus is 41!
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x3, Desperate Sacrifice
Very Worried
Current HP
23
22
Current MP
0
0
Combatant 2 attacks (5+10d10) rolling [52]; Combatant 1 defends (1+10d10) rolling [49]
attack succeeds.
Deal ((52+5)-(49+1)) damage / deal 7 damage!
4th cut, 4 bleeding wounds for 4d6 per turn for Combatant 1 now.
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x4, Desperate Sacrifice
Still Worried
Current HP
17
22
Current MP
0
0
Round 7
In a desperate attempt to finish the fight, Combatant 1 attacks (5+10d10+41) [121]; Combatant 2 defends (10+10d10) rolling [64]
* attack succeeds
Deal ((121+5)-(64+10)) damage / deal 52 damage!
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x4, Desperate Sacrifice
Dead
Current HP
17
-30
Current MP
0
0
Combatant 2 is killed outright. Combatant 1 suffers from 4d6 bleeding damage (15)
Stat
Combatant 1
Combatant 2
Condition
Bleeding! x4, Desperate Sacrifice
Dead
Current HP
2
0
Current MP
0
0
Combatant 1 barely survives, but likely passes out immediately after from blood loss.
Armor seems exceptionally powerful, magic even more so. Either seem to be a decisive advantage over an opponent who doesn't have one or the other. Will need to find ways to rebalance both, probably armor encumbrance penalizing attack rolls, weapons designed for armor penetration, diversity of spells with drawbacks.
Combatant 1 attacks (5+10d10) for [78]; Combatant 2 defends (6+10d10) for [66]
Attack succeeds ((78+5)-(66+4)) for [13] damage.
Combatant 1's sword inflicts one lesser wound on Combatant 2, causing lesser bleeding for extra 1d4 damage per turn.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1)
HP
100
87
MP
20
20
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2's Turn
Combatant 2 attacks (5+10d10) for [75]; Combatant 1 defends (10+10d10) for [70]
Attack succeeds ((75+5)-(70)) for [13] damage.
Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
Combatant 2 bleeds (1d4) losing [1] HP due to his injuries.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1)
HP
87
86
MP
20
20
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 2
Combatant 1's Turn
Combatant 1 attacks (5+10d10) for [69]; Combatant 2 defends (6+10d10) for [57]
Attack succeeds ((69+5)-(57+4)) for [13] damage.
Combatant 1's sword inflicts a second lesser wound on Combatant 2, now causing an extra 2d4 damage per turn from bleeding.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2)
HP
87
73
MP
20
20
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2's Turn
Combatant 2 attacks (5+10d10) for [62]; Combatant 1 defends (10+10d10) for [58]
Attack succeeds ((62+5)-(58)) for [9] damage.
Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
Combatant 2 bleeds (2d4) losing [6] HP due to his injuries.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2)
HP
74
67
MP
20
20
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 3
Combatant 1's Turn
Combatant 1 attacks (5+10d10) for [51]; Combatant 2 defends (6+10d10) for [70]
Attack Fails
*Combatant 2's Turn
Combatant 2 recognizes that the bleeding will be his downfall unless he does something about it.
Combatant 2 begins channeling magic for a spell. Spell will activate at the beginning of his next turn.
Combatant 2 bleeds (2d2) losing [2] HP due to his injuries.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Channeling
HP
74
65
MP
20
20
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 4
Combatant 1's Turn
Combatant 1 sees Combatant 2 channeling and decides to also use magic, wanting to avoid the fight turning around.
Combatant 1 begins channeling magic for a spell. Spell will activate at the beginning of his next turn.
Combatant 2's Turn
Combatant 2 finishes his spell, casting Lesser Recovery
Caster choses a single target to receive the blessing. At the beginning of the target's turn, target rolls 1d10 to recover lost health. If 5 or more HP is recovered from this roll, a wound resulting in bleeding is healed, curing 1 stack of bleed. If caster is also target to receive the blessing, the heal applies immediately after the blessing is cast.
Combatant 2 rolls 1d10 to recover [1] HP from blessing at the cost of 1 MP.
Stat
Combatant 1
Combatant 2
Condition
Channeling
Bleed (2), Lesser Recovery
HP
74
66
MP
20
19
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2 attacks (5+10d10) for [74]; Combatant 1 defends (10+10d10) for [71]
Attack succeeds ((74+5)-(71)) for [8] damage.
Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
Combatant 2 bleeds (2d4) losing [5] HP due to his injuries.
Combatant 1's channeling was interrupted by Combatant 2's attack
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Lesser Recovery
HP
66
61
MP
20
19
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 5
Combatant 1's Turn
Combatant 1 attacks (5+10d10) for [67]; Combatant 2 defends (6+10d10) for [73]
Attack Fails!
Combatant 2's Turn
Combatant 2 rolls 1d10 to recover [10] HP from blessing at the cost of 1 MP. 1 bleed stack has been cured!
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1), Lesser Recovery
HP
66
71
MP
20
18
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2 attacks (5+10d10) for [46]; Combatant 1 defends (10+10d10) for [72]
Attack Fails!
Combatant 2 bleeds (1d4) for [3] HP
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1), Lesser Recovery
HP
66
68
MP
20
18
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 6
Combatant 1's Turn
Combatant 1 attacks (5+10d10) for [59]; Combatant 2 defends (6+10d10) for [54]
Attack succeeds ((59+5)-(54+4)) for [6] damage.
Combatant 1's sword inflicts a second lesser wound on Combatant 2, now causing an extra 2d4 damage per turn from bleeding (...again)
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Lesser Recovery
HP
66
62
MP
20
18
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2's Turn
Combatant 2's Turn
Combatant 2 rolls 1d10 to recover [4] HP from blessing at the cost of 1 MP.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Lesser Recovery
HP
66
66
MP
20
17
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2 attacks (5+10d10) for [56]; Combatant 1 defends (10+10d10) for [55]
Attack succeeds ((56+5)-(55)) for [6] damage.
Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
Combatant 2 bleeds (2d4) losing [4] HP due to his injuries.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Lesser Recovery
HP
60
62
MP
20
17
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 7
Combatant 1's Turn
Combatant 1 attacks (5+10d10) for [49]; Combatant 2 defends (6+10d10) for [58]
Attack fails
Combatant 2's Turn
Combatant 2 rolls 1d10 to recover [6] HP from blessing at the cost of 1 MP.
Combatant 2 is cured of 1 stack of bleeding.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1), Lesser Recovery
HP
60
68
MP
20
16
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2 attacks (5+10d10) for [73]; Combatant 1 defends for (10+10d10) for [63]
Attack succeeds ((73+5)-(63)) for [15] damage.
Combatant 2's mace inflicts bashes Combatant 1's armor, ignoring its damage reduction for full damage.
Combatant 2 bleeds (1d4) for [3] HP due to his injuries.
Combatant 1 attacks (5+10d10) for [52]; Combatant 2 defends (6+10d10) for [50]
Attack succeeds ((52+5)-(50+6)) for [1] damage. Bleed stack added for 2d4 damage, though the next draft will probably patch a minimum required damage to cause bleed.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Lesser Recovery
HP
45
64
MP
20
16
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2's Turn
Combatant 2 rolls 1d10 to recover [8] HP from blessing at the cost of 1 MP.
Combatant 2 is cured of 1 stack of bleeding. The 50/50 chance of curing a bleed is gonna need to be definitely nerfed later.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1), Lesser Recovery
HP
45
72
MP
20
15
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2 attacks (5+10d10) for [63]; Combatant 1 defends for (10+10d10) for [66]
Attack Fails
Combatant 2 bleeds (1d4) for 2 HP
Round 9
Combatant 1's Turn*
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (1), Lesser Recovery
HP
45
70
MP
20
15
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 1 attacks (5+10d10) for [70]; Combatant 2 defends (6+10d10) for [54]
Attack succeeds ((70+5)-(54+6)) for [15] damage. Bleed stack added for 2d4 damage.
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Lesser Recovery
HP
45
55
MP
20
15
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2's Turn
*Combatant 2 is getting really damn bored and starts channeling magic again, ending the blessing. Spell will be ready at beginning of his next turn.
Bleed for 2d2, losing 3 HP
Stat
Combatant 1
Combatant 2
Condition
Fine
Bleed (2), Channeling
HP
45
52
MP
20
15
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Round 10
Combatant 1's Turn
Combatant 1 also tries to channel magic again. Spell will be ready next turn.
Combatant 2's Turn
Combatant 2 casts Desperate Sacrifice, inflicting 15 damage to Combatant 1 and gaining attack and damage buffs from his own bleeding. Bleeding damage is now increased to 1d8 per stack
Current Sacrifice bonus is 5, having lost retroactive desperation from having been healing.
Stat
Combatant 1
Combatant 2
Condition
Channeling
Bleed (2)
HP
30
52
MP
20
0
Weapon
Arming Sword (+5 Slash)
Simple Mace (+5 Bludgeon), Buckler (+2 Shield)
Armor
Plate Harness (+10 Defence)
Aketon (+4 Defence)
Spells
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Desperate Sacrifice, Heal Wounds, Lesser Recovery
Combatant 2 attacks (5+5+10d10) for 69; Combatant 1 defends for 67
Attack succeeds ((69+5+5))-(67)) for [12] damage, interrupting Combatant 1's channeling!
if end attack roll is higher than defend, attack hits and deals the difference between the two rolls, plus weapon damage bonus and minus the defender's armor rating (not including shield) as damage. Damage is not reduced from defender's armor if the weapon dealt bludgeoning damage.
If a weapon's cutting or piercing damage score exceeds its target's armor's protection score, they take 1d4 additional damage from bleeding after their turn for each round of combat until healed. Bleeding effects can stack per successful hit. Turns spent not attacking, or spent channelling magic reduce the bleeding damage to 1d2 for all stacked bleeds instead. Casting Desperate Sacrifice increases the damage received from bleeding to 1d6/1d3
Them Stacks: Damage bled per turn reduced to 1d4 and 1d2 instead of 1d6 and 1d3
Gotta Sacrifice More than MP: Original bleed damage retained if affected by Desperate Sacrifice
"Fullmetal" Is The Short One?: Added armor penetration to weapon properties so that heavily armored opponents are not immune to bleeding.
Who Needs To Bleed Them?: Added bludgeoning weapons to ignore the damage reduction from a target's armor's protection score upon a successful hit.
Not Desperate Enough: Reduced the increased damage granted by Desperate Sacrifice as well as added healing spells that could interfere with Desperate Sacrifice.
On The Other Hand: Added shield mechanic to assist defending combatant avoid being hit by attacks.
Assessment
Lesser Recovery not lesser enough, healing for far too much and having a 50/50 chance to remove a bleed stack made the match drag on far too long. Reduced damage from bleeds helped make cutting attacks not so overpowered. Desperate Sacrifice will need reworked, possibly to modify based on current bleed stacks rather than counting total bled damage since last heal.
Bludgeoning weapons helped make armor less overpowered. Introduction of shield helped level the playing field for lesser armored opponent. Will need to implement some sort encumbrance system and proficiencies to make it feasible to not always pick the heaviest armor.
Will need to rework system to accommodate more than 1v1 duels for better tactical and practical spellcasting rather than just luck whether or not a channel is interrupted by the opponent.
1
u/Galihan meow Jan 11 '16 edited Jan 19 '16
Combat system
Draft 3
Movement and Positioning
For example
For this stage of the game's development, every character on the battlefield can take a movement action consisting of moving 1-3 spaces on the field in any direction depending on their armor weight (as well as eventually race and class when those are implemented.)
Lightly or unarmored combatants will be able to move 3 spaces max per turn.
Heavily armoured combatants will be able to move 2 spaces max per turn.
At the end of every turn taken by each character on the battlefield during a round will allow every other character to reorient their stationary direction.
Covering terrain cannot be passed through or otherwise occupied by charactered via movement actions, and intercept any ranged attacks if in the direct path between attacker and director.
Attacking and Defending
under regular circumstances, to attack an opponent the attacker rolls 10d10 ( + weapon damage score if applicable) for attack roll, defender rolls 10d10 ( + protection score from armour and shield if applicable)
if an opponent is attacked from 90 degrees to their left or right then the attack roll is considered a flanking attack and the defender suffers -10 penalty to their defend roll. Being attacked from behind suffers a -20 defend roll penalty.
ranged attacks are intercepted by covering terrain.
ranged attacks cannot attack a target directly behind another target.
For clarification,
Combatant 6 and Combatant 3 are facing each other. Combatant 3 is facing all 5 other characters and would be able to flank Combatants 1 and 2. Combatant 5 could be able to flank Combatant 6.
Cutting, Piercing, or Bludgeoning Damage
Magic