What is the Combat line, how to read it and how to resolve combat in the game system.
Fantasia uses a very simplified combat line and combat round in the hopes to streamline combat w/o removing the vast majority of the fun that runs along side of it. I will explain a bit.
There are 3 types of to hit values. Ranged, Magic and Melee. Each one is assigned a standard base % with the race/class chosen. From there a player can improve them over time as they choose.
For the way of AC (Armor class) there really is none. You either hit or miss. The Defensive value (D) represents a number that you are able to withstand, absorb, deflect etc per round.
Example if I have a 40% to hit Melee and I hit you for an attack value of 3 and you have a defense of 2 then you take 1 damage. This works if that is the ONLY damage you receive that round. The other 2 points were due to a not so perfect hit, weapon did not fully pierce the armor, character moved slightly and the hit was not complete etc. Whatever you want to say happened. There are modifiers for obvious cover, concealment, darkness, blindness etc.
Now what I said before about taking damage in a round. Let’s assume you are well geared have a few levels and have a Defense of 12. Pretty good. You are facing 40 creatures that only have a Attack of 1.You decide to stand and fight, um ok your choice….. You think hey no prob they can’t even hurt me. WRONG.
Example – you have 40 Life they have Attack(A1) and one action per round and you have a defense (D12). Only 22 hit you that round EACH for A1 damage. Ok so you have a Defense of 12 good for you, now u take 10 damage that round and are at 30 Life. Oh by the way you only managed to kill 2 that last round……..Good luck.
In this case it is an easy way for figuring outnumbering odds and overpowering. Sure you have a good defense, but you can only reliably defend against so many in a round. Eventually hits land and those are the ones that hurt.
Initiative is even easier. It is based on your raw movement (MVT) value. The higher the value the better chance you have to go first in a round. MVT also eventually affects your number of actions per round (10 MVT = +1 action per round) but that is for another discussion.
Below are combat line and combat examples - no that is not the character sheet.
So a simplified combat line for say your PC would read:
D 12 A 6 MVT 9 L 40
This tells me that you have a total Defense of 12, and attack value of 6 and initiative base of 9 and 1 actions per round (10 giving you a +1 actions) and a life of 40.
A more advanced line may look like:
D 12 (7 Nat, 3 Armor, 2 Shield) A 6 (2 Nat, 4 sword) MVT 9 L 40 HFMelee:40% HFMagic:20% HFRanged: 30%
We still have all the normal info but we have broken it down a little more to include the natural defense and attack and also the armor, shield and weapon used. We have also included the relative base Hit Factors for the 3 hit types for that character.
A creature Combat line may read:
D 3 A5 Mvt 6 L 16 XP:24 (1/2 damage from slash wep.) Bone Class.
What does this tell us at a glance? A defense of 3, attack of 5, initiative base of 6, 1 action per round and a life of 16, and experience worth 24 points. It goes on to tell us the special attribute of ½ damage from slashing weapons and that it is a bone (skeleton) class creature.
Criticals? Nope there are none. What you say? There is an ongoing system built in that allows a possible crit type affect. I will explain.
When you roll a Melee hit, you roll a 1d100 and must roll your score or below to hit your target. Lets say HF40%. You have to roll a 40 or below.
Depending on the class, and the type of attack (melee, magic, ranged) and in some cases the weapon used, an extra 1d10 will be rolled. This is called the BONUS Die.
/roll 1d100,1d10 = 35 , 3 etc.
The 35 is the to hit roll and the 3 is the possible bonus effect of the hit.
Each class of attack has its own special possibilities. It is more simple then it sounds.
Melee Bonuses: Slashing & piercing (Rend), Melee blunt (Impact), Melee any (Injury)
Ranged Attacks can Roll the melee Bonus Die, and can score a Rend or an Injury.
Each have a 1 in 10 of happening. A blunt hit can not cause a Rend and a slash/Pierce can not cause a Impact, either can cause an Injury though.
REND
An attack that damages also a target’s armor in some way reducing its effective defense by 1 point. This effect lasts until repaired. Usable with only piercing or slashing weapons. A Rend does not need to do damage to a target’s life to cause a Rend.
IMPACT
An attack that rattles the target removing any combat concentration. Does not stun or incapacitate target. Also lowers Defense by 50% for the remainder of the round. (does not stack). Usable only with blunt weapon hits. Damage to a target’s Life does not have to be made, only the hit. (this effect may have to modified a bit in testing for better effect)
INJURY
Any melee attack that hits can injure. These are non life threatening injuries but rather inconveniences that lead to a reduction if effective defense. Bruised ribs, broken fingers, torn muscle etc. 1 point of static defense is lost per injury until healed. An injury can not occur unless damage was done to the target. A defense that completely absorbs the hit with an injury bonus doe not injure. At least 1 point of damage to life must be done in order to cause an injury.
On the bonus Die for melee the #9 is Rend and Impact and #10 is Injury.
What about magic users? Nope have not left them out – Magic attacks spells and the such that can not be classified as Ranged or Melee uses the following Bonus Die set up.
CLEAR CAST
The spell grounds itself in the mystic energies of the realm and draws its power directly from it rather than the well of the character costing the character no magic to cast it.
POWER CAST
Is effective on non damaging spells, like Smog and Globules of Ick. Their duration and effectiveness is doubled. Magic cost is NOT increased.
MAGIC FLARE
A power surge erupts through the caster infusing the spell with energy. The effective damage is 2x (round down), however, the magic cost is also increased with the damage increase as standard. (round down).
Any casting that causes the Caster to reach -1 magic suffers *burnout.
I will explain Caster burnout and how casters use magic in another post. It is a little different. While it negates the memorization from D&D allowing a bit more spell freedom, it does push the caster to think and mange their spell use carefully. Again all that for another post.
So a Magic user’s Bonus Die would be #9 for Clear Cast and Power Cast and #10 for Magic Flare. The caster can choose if a 9 is rolled.
So one more time? Rolling a melee Slash hit with a HF melee of 40%?
You roll 1d100 and a 1d10 (34, and a 9) what does that mean ?
Correct! You hit the target and scored a Rend against their armor reducing their Armor Defense by 1 until repaired. See you are learning quick J
And YES a creature can use the bonus die as well as the PC. Brawn is not the only combat choice you have, in fact, if that is what you think, Ill sign you up right now for the Zombie ranks. They always need more brain dead peeps to fatten their ranks. J
A sample combat round or two:
Mog: Lv 0
D 3 A 7 (3 Nat, 4 Sword) Mvt 3 L 30 HFMelee:45% (Sword Slash/P weapon)
A Scyther:
D 3 A 5 Mvt 9 L 16 XP:65 HF Melee:30%
The Scyther has the first go with the higher init (MVT) and no surprise factor or other modifiers. For simplicity let’s take these two place them in a limbo and set them toe to toe.
(Round 1) Scyther rolls a
60/10 A miss and no good on the possible injury it may have inflicted too.
Mog: 36/4 A hit but just a hit doing A7 Versus the Scyther D3 and no other incoming damage this round. The Scyther takes 4 damage to Life. (16-4=12 Life)
(Round 2)
Scyther (still high init) 22/10 A hit and possibly an injury if it can damage Mog through his defense.
Mog takes 3 damage (Attack 5 – Defense 2 (-1 for the injury) = 3) and suffers 1 point of natural defense due to the injury. Mog’s new defense is 2 until he can be healed of his injuries.
Mog attacks 68/2 A miss
(Round 3)
Scyther 01/4 A hit with no bonus doing NOW 3 damage to Mog. Remember Mog has lost 1 defense due to that injury in the previous round. Mog’s life is now at 24.
Mog retaliates 99/6 really not his day. Another miss
(Round 4)
Scyther 13/7 another amazing hit but no bonus doing another 3 damage to Mog
Mog 12/10 BANG A hit and an injury. Hacking thru that old flesh with zeal, the scyther loses 1 Defense any takes 5 damage. Scyther now down to 7 Life.
(Round 5)
Scyther 15/8 A hit no bonus doing 3 points damage to Mog (Mog now at 18 Life)
Mog 22/1 A hit no bonus Doing 5 point to the Scyther due to the reduced defense from the previous injury hit. The Scyther is now down to 2 Life.
(Round 6)
Scyther 81/6 Miss
Mog 26/5 A hit no bonus doing another 5 points to the Scyther and killing it (2-5= below 0)
Mog gains 65 XP and some loot, and needs to find some healing.
That is the basics of the combat for the test level of the game – the above example used simple weapon to hit, no reductions, no multiple opponents or actions per round. All of which are already part of the system but left out of this post for the ease of explaining the basics right now.
Last edited by Dkomp; 03-26-2009 at 09:23 PM.
Freedom, is only survival in this decaying wasteland we call life.
Peace, a lost realm of the forgotten.
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