Initiative/ Combat
Initiative will be determined by rolling a D10; this represents the number of segments in a combat round. You will add in your weapons speed factor then subtract your Dexterity modifier if any this will give you the segment you act in for that round. The lower numbers will go before the higher ones.
Combat:
Since combat takes so frigging long in a Play by Post game, all damage done either by the PC's or the Bad guys will inflict max damage for what ever weapon used. Then add in any extra damage for high strength or magic weapons. A critical hit will double this (as I am sure you know). A critical Miss will result in a hit but you do minimum damage for the weapon you used plus strength and magic if any. A critical miss will also inflict a nick on the blade of your weapon or put stress on whatever missile weapon you use. This will result in your weapon doing one point less (a long sword would do 7 points to S/M and 11 points to L.) After 10 nicks, your weapon will break on the next critical miss. On that same note, your armor will sustain damage from receiving a critical hit but it will go up in protection value one point for every two critical hits. (It would take two critical hits for chain mail to go from AC: 5 to AC: 6
Last edited by Excior; 10-28-2008 at 06:51 PM.
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."
-H.P. Lovecraft-
Bookmarks