Saturday 18 June 2016

Game Mechanics & Combat.

Attribute checks.

(...)


Skill checks.

Skill checks are done using six-sided dice (d6).

Notation as 1d6 equals one six-sided dice, 2d6 equals two six-sided dice, etc.

Number of dice rolled for a skill check is equal to Attribute Score + Skill Score.

There's target number that character must achieve at least on one dice for check to succeed.

Skill specialization - if applies - reduces target number by 1.

For example: Nanne is rolling Perception (oooo) + Supernatural Awareness (ooo) against target number of 5 to notice supernatural disturbance around her. Player rolls 7 dice & achieves: 3, 2, 5, 6, 4, 2, 1. Two successes, so the check was a success as well.

When there's difficulty of 7 or more, to score a success - character must roll 6 then reroll that 6 and add result to the amount. If total (rerolling each of 6's) as many times as 6 appears is equal or greater than the target number, there's success on this dice.

For example: Nanne is rolling Intelligence (oooo) + Alchemy (o) against target number of 9 to make a potion. Skill specialization applies, reducing the target to 8. Player rolls 5 dice & achieves: 6, 6, 1, 3, 5. Rerolling both 6 she achieves 1 & 4. So the final roll is 7, 10, 1, 3, 5 - one success.

One success on dice is 'barely succeeded' result of the check, more successes on the dice mean better result of the skill check.

Number of Dice SucceededResult of the check
0Failure
1Succeeded - barely
2Succeeded - mediocre result.
3Succeeded - good result.
4Succeeded - very good result.
5+Succeeded - exceptional success.


Testing an Untrained (0 dots) skills, either in combat or otherwise, carries the +2 to target number roll penalty.


Wounds & Fatigue.

Characters have 8 fatigue levels, as well as 8 health levels. Once wounds or fatigue reach certain level, character suffers from penalties to dice roll checks.

How much of fatigue points or wound points character can suffer at each level, depends on Endurance - it's 3 x Endurance score.

Once 9th fatigue level is reached, character falls Unconscious.

Once 9th health level is reached, character is Dead.

HealthFatigueDice Roll PentaltyEndurance Threshold
UnwoundedFresh0Endurance x3
Slightly WoundedSlightly Tired+1Endurance x6
Lightly WoundedLightly Tired+2Endurance x9
Moderately WoundedModerately Tired+3Endurance x12
WoundedTired+4Endurance x15
Seriously WoundedSeriously Tired+5Endurance x18
Critically WoundedVery Tired+6Endurance x21
Almost DeadAlmost Unconscious+7Endurance x24
DeadUnconscious-Endurance x24 + 1


Healing & Recovery.

Both health & fatigue are recovered with time, good conditions & time help as well.

Resting in good conditions (inn bed, good food) cuts fatigue recovery by three times, at each level.

Makeshift conditions (rest by the fire in woods, for example) uses the unmodified value for recovery time.

After time of recovery, fatigue points recovered equal to Endurance x3 - that is, allowing fatigue to be recovered by one tier.

Characters can rest as many times as they wish during the day or night to recover.

Fatigue LevelRecovery Time
Fresh15 minutes
Slightly Tired30 minutes
Lightly Tired60 minutes
Moderately Tired90 minutes
Tired120 minutes
Seriously Tired3 hours
Very Tired6 hours
Almost Unconscious24 hours
Unconscious72 hours


A proper medical care & good resting conditions allows for health recovery at all. After time of recovery, health points recovered equal to Endurance x3 - that is, allowing wounds to be recovered by one tier.

Only three periods of medical care to recover are allowed per day (24 hours). More such periods can & should be roleplayed when neccessary, but these do not let character recover health in game mechanics terms.

Magical recovery is also possible, but it is described in 'Magic' section, in a spell rite description. There are potions & magic items for recovery, described in 'Alchemy & Blacksmithing' section.

Wound LevelRecovery Time
Unwounded5 minutes
Slightly Wounded15 minutes
Lightly Wounded30 minutes
Moderately Wounded6 hours
Wounded2 days
Seriously Wounded1 week
Critically Wounded1 month
Almost Dead6 months
DeadOnly very powerful magic allows hero a chance
to return from the state of 'dead'
back to the state 'living' in a former body.


Weapons & Combat.

(...)


Initiative roll decides who strikes first, who last, etc. Initiative is rolled using as many d6 dice as character or NPC has agility, results summed together ... then adding the weapon modifier.

Whether a character or NPC is hit is decided by a to-hit roll. It's agility + weapon skill roll against target number of 4, modified by weapon 'To Hit' bonus.

There's also a defense roll, either dodge, weapon parry or a shield block.

Defense Roll is a skill roll with an appropriate modifier.

Dodge can be used any number of times during a round (together it's one move that attempts to avoid all of the attacks), also either a shield parry or weapon parry can be used once a round, but not both of shield & weapon parries.

SkillDice Roll ModifierNotes
Dodge-Can be used more than once
in a combat round
Dagger-1-
Parrying Dagger-1Additional dice roll bonus
added to other weapon bonus
War Hammer,
Flail or Mace.
-1-
Heavy War Axe
... or Halberd
-1Requires both hands
One Handed
Sword
-1-
Small Shield-1Additional dice roll bonus
added to other weapon bonus
Large Shield-2Additional dice roll bonus
added to other weapon bonus
Cloak-1Additional dice roll bonus
added to other weapon bonus


(to add: spear, staff, crossbow, 1h axe, 2h hammer/flail/mace, 2h sword).

If there are more 'to-hit' successes than 'defense roll' successes, attack met it's target & damage is rolled. Damage depends on the weapon & amount of 'to-hit' successes in excess of 'defense roll' successes. Armour also helps to mitigate damage.

Damage roll equals to a value listed in weapon stats' proper column + dice equal to excess of success over defense roll. Armour defense check is subtracted from damage roll, it's 'Armor's Protection Value' dice summed together & with an Endurance value.

WeaponInitiativeTo HitDamageAbility
Unarmed+00Str + 1d6Armours are twice as effective
Dagger+4-1Str + 2d6Easy to conceal,
can be thrown
War Hammer,
Flail or Mace
+5-1Str + 2d6Armours are half as effective
Heavy War Axe
... or Halberd
+8 when closing
+2 in closer quarters
-1Str + 6d6Requires both hands
One Handed Sword+6-2Str + 4d6-
Longbow+12 at range
+0 in melee
depends on rangeStr + 4d6Can shoot at distance,
can use special arrows


(to add: spear, staff, crossbow, 1h axe, 2h hammer/flail/mace, 2h sword).

(...)


Fighting Multiple Opponents.

(...)


Mounted Combat.

(...)


Archery & Thrown Weapons.

(...)


(... unfinished a post, to be continued).

No comments:

Post a Comment