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62.5% D&D Based Game Rule/Stats / Chapter 3: Combat Rules

Chapter 3: Combat Rules

When Initiating combat, you need to make multiple things clear. First, are you using your skills? Which skills, and can they stack? You need to make a convincing play of how you attack your enemies. This is a role-playing based game. You'll also first need to see if your attack hits or how it'll hit. Follow the equations below to determine this. For all equations on this Combat Rules Section, a D10 to add to the number for each stat temporarily. Also use any skill amounts added for these checks for any skills used appropriately.

1. Direct Attack (You each see each other) (Agi-Dex) = Advantage. This amount will then be added to your ATK. +5 Stamina Consumption.

2. Sneak Attack (You try to attack a target which has yet to spot you.) (Agi-Per) = Advantage. This amount will then be added to your ATK. +10 Stamina Consumption.

3. Seduction (Cha-WiL) = Advantage. This amount will be added to your ATK. No additional stamina Consumption.

The following are counters in this game for these types of attacks.

1. Reflex Counter (When you were attacked but roll higher than your enemy) Same equations as before, but the attacked party gains DEF. No additional stamina Consumption.

2. Instinctual Counter (When losing a Per check you can chose to replace it with half of your Ins.) (For players with low Per.) +10 Stamina Consumption.

3. Last Stand (When the attacked parties Hp is below 1/3 you can chose to use Con to resist Str based attacks. (Str-Con) = extra DEF.) +5 Stamina Consumption.

Saving Throw on players usual Death- Only 1 Saving throw can be used per campaign.

1. Last Chance (WiL-End) = # x 5 Hp recovered for saving throw. This can only be done by those with a higher WiL than their opponents Endurance. Costs 50 Stamina to activate. Some skills have a Saving Throw category. This represents the possibility to improve this plays effectiveness with that skill. You can activate that skill after paying the cost for this throw at no additional cost. Only one main Saving Throw skill can be used at this time. Passive skills can still be stacked. 

Depending on the attack you'll follow one of the equations below.

1. Normal Physical Attack (Str-End) = [(# x D10) + (ATK x 5)] - (Def x 5) = Damage in Hp

2. Energy Based Normal Attack (Int-Wis) = [(# x D10) + (ATK x 5)] - (Def x 5) = Damage in Hp

3. Trap Damage (If hit by a trap, (Ing-Wis) x Trap damage itself.) ATK bonuses do not apply for traps.

Warning for any skills used. All active and reactant skills must pass a skill check to activate. Passive or Support skills do not follow this need. Saving Throw Category skills are explained above.

Warning when End Stamina is being used, instead of normal Stamina face a -1 Str and -1 Int debuff. If you run out of End Stamina. You face the Total exhausted effect. You are unable to attack, defend, or do any skill checks till your stamina has a round-based recovery. Food or items that increase stamina will not work to combat this.

Please note then any attack that results in negative HP damage doesn't heal the opposing side. It's just that no damage is done.


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