55 lines
2.9 KiB
Text
55 lines
2.9 KiB
Text
DETERMINING IF AN ATTACK HITS OR NOT:
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1. Whenever someone makes an attack, a flat 1d20 attack roll is made.
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2. A target number is generated, depending on the mode of attack, made
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up of some combination of the following:
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- ATTACKER'S HIT BONUSES:
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- level
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- any relevant str/dex attribute bonuses
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- any relevant skill modifiers
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- any to-hit modifiers from equipment
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- any to-hit modifiers from status effects
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- DEFENDER'S ARMOUR CLASS*:
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- base armour class
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- any relevant skill modifiers
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- any ac modifiers from equipment
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- any ac modifiers from status effects
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- MISCELLANEOUS MODIFIERS:
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- melee attacks always have a +1 bonus
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- monsters gain a +10 bonus to-hit players
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3. The attack roll is compared against the target number.
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4. If the attack roll is less than the target, the attack hits.**
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5. If an attack hits, it deals:
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- a roll of the weapon's damage die
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- plus any relevant attribute bonuses
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- plus any relevant skill modifiers
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- MINUS a roll of the defender's AC, if the AC is negative.
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notes
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* when AC is less than 0, it is treated as a random number from -1 to the value. e.g. -10 AC could be anywhere from -1 to -10.
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** functionally identical to rolling 1d20 + to-hit, and needing to roll higher than the defender's AC. this system just ends up
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being easier to work with when involving additional modifiers, as you don't need to decide if they're a to-hit bonus or an
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AC modifier -- they just always get added/subtracted from the target number that must be rolled against.
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Simple example, with positive AC:
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- You have an AC of 4, and the monster has a +1 to-hit, with a 1d8 damage weapon.
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- The monster must roll less than 10 (monster v. player) + 1 (to-hit) + 4 (ac) = 15 to hit you.
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- The monster has a 70% hit chance.
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- It rolls a 12, which is lower than 15, so it hits.
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- It rolls 1d8 for damage, and gets a 6.
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- You take 6 points of damage.
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Complex example, with negative AC:
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- You have an AC of -14, and the monster has a +3 to-hit, with a 1d8 damage weapon.
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- The monster must roll less than 10 (monster v. player) + 3 (to-hit) - 1d14 (ac) to hit you.
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- At best (AC rolls a 1), the monster must roll less than 12 to hit you. 55% hit chance.
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- At worst (AC rolls a 14), the monster must roll less than -1 to hit you. Impossible.
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- It rolls a 9, and your AC rolls a 2. 9 is less than 11 (10 + 3 - 2), so it hits.
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- It rolls 1d8 for damage, and gets a 6.
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bloodstains: if starts on bloodied tile, remove blood + heal, gain xp, grow (little dog -> dog), etc.
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- You have negative AC, so you roll 1d14 for damage reduction, and get an 8.
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- The total damage is 6 - 8 = -2, but damage can't be negative, so you take 1 point of damage.
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tl;dr
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1. Lower AC is better
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2. Aim for 0 AC - it's an important breakpoint. Every point of AC before 0 counts for a lot.
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