start:rpg:combat

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start:rpg:combat [2021/05/03 20:23]
aretis
start:rpg:combat [2024/03/21 18:26] (current)
aretis [Combat test]
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 <WRAP tablewith = 100%> <WRAP tablewith = 100%>
 ^ <color #​ff0000ff>​Atk</​color>​ - <color #​0000ff>​Def</​color>​ ^ Attacker ^ Defender ^ ^ <color #​ff0000ff>​Atk</​color>​ - <color #​0000ff>​Def</​color>​ ^ Attacker ^ Defender ^
-|<color #cc0000>Zero</​color>​ (< -10) | (-3 poise or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+2 poise)| ​+|<color #cc0000>Total Failure</​color>​ (< -10) | (-3 poise or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+2 poise)| ​
 |<color #​e69138>​Bad</​color>​ (-10 ... -6) | (-2 poise or easy <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+1 poise)| |<color #​e69138>​Bad</​color>​ (-10 ... -6) | (-2 poise or easy <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+1 poise)|
 |<color #​f1c232>​Blah</​color>​ (-5 ... -1) | (-1 poise) | | |<color #​f1c232>​Blah</​color>​ (-5 ... -1) | (-1 poise) | |
-|<color #adf03f>Not bad</​color>​ (0 ... 4) | successful attack | (-1 poise) |+|<color #f1c232>So-so</​color>​ (0 ... 4) | successful attack | (-1 poise) |
 |<color #​6aa84f>​Good</​color>​ (5 ... 9) | successful attack (+1 poise) | (-2 poise or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | |<color #​6aa84f>​Good</​color>​ (5 ... 9) | successful attack (+1 poise) | (-2 poise or normal <color #​3d85c6>​Agility</​color>​ test to not fall) |
 |<color #​38761d>​Excellent</​color>​ (>9) | successful attack (+2 poise) | (-3 poise or hard <color #​3d85c6>​Agility</​color>​ test to not fall) | |<color #​38761d>​Excellent</​color>​ (>9) | successful attack (+2 poise) | (-3 poise or hard <color #​3d85c6>​Agility</​color>​ test to not fall) |
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   - Both attackers realizes an <color #​ff0000ff>​attack</​color>​ test (<color #​ff0000ff>​Attack</​color>​ - dice throw)   - Both attackers realizes an <color #​ff0000ff>​attack</​color>​ test (<color #​ff0000ff>​Attack</​color>​ - dice throw)
   - Any successful attack is performed (which could result in the attribution of a death blow to each character)   - Any successful attack is performed (which could result in the attribution of a death blow to each character)
 +
 +===== Distance (Bow, crossbow, throw, sling, ...) =====
 +
 +=== Focus + Will Test ===
 +    * <color #​cc0000>​Total Failure</​color>:​ Missed
 +    * <color #​cc0000>​Bad</​color>:​ Missed
 +    * <color #​f1c232>​Blah</​color>:​ Hit tough spot (/2)
 +    * <color #​f1c232>​Not bad</​color>:​ Hit (x1)
 +    * <color #​6aa84f>​Good</​color>:​ Hit tender spot (x2)
 +    * <color #​38761d>​Excellent</​color>:​ Hit weak spot (x3)
 ===== Second-Life and Close combat ===== ===== Second-Life and Close combat =====
 While the doubler is not revealed, they must focus to make their second-life appear (the second-life is instantaneous but the focusing isn'​t). A player can still decide to focus but they will then be an easy target and will sustain opportunity attack. Any attack while controlling a second-life will force the player to succeed another <color #​595959>​Focus</​color>​ test. While the doubler is not revealed, they must focus to make their second-life appear (the second-life is instantaneous but the focusing isn'​t). A player can still decide to focus but they will then be an easy target and will sustain opportunity attack. Any attack while controlling a second-life will force the player to succeed another <color #​595959>​Focus</​color>​ test.
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  • Last modified: 2021/05/03 20:23
  • by aretis