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War of the Sun: Combat

mylittlepony Jan '18  /  edited Sep '18
Weapon Stats
Weapons have a few important stats, such as durability, might, hit, crit, and range.
Durability is how many times you can strike with a weapon before it breaks. Every attack that lands reduces durability by 1 point.
Might is how much damage the weapon does.
Hit is how many dice you add to your Skill in order to get your Hit chance roll.
Crit is a percent (using an RNG, not dice) chance for a critical hit, which triples damage.
Range is how many tiles away your weapon can strike. Swords, axes, staves, and lances have a range of 1 unless otherwise specified. Light, Dark, and Anima tomes have a 1-2 range unless otherwise specified. Bows have 2 range unless otherwise specified.
1 range = adjacent only
2 range = 1 space between your target only (1 space away)
1-2 range = either adjacent or 1 space away
2-3 range = 1 or 2 spaces between you and your target
3-10 = 2 to 9 spaces between you and your target

Weapon Triangle and Trinity of Magic
Swords beat axes, axes beat lances, lances beat swords.
Bows are neutral.

Anima beats Light, Light beats Dark, Dark beats Anima.
Staves are neutral.

If you have an advantage, you gain 1 Might, 1 Defense/Resistance, 1 Hit die, and 1 avoid die. Bows always have a +2 Might and Hit bonus against targets than can't attack back.

Combat Round
A round of combat consists of one to three main steps.
1. Attack
1a. Brave or Adept attack (if possible)
2. Counterattack (if possible)
2a. Brave or Adept counterattack (if possible)
3. Second attack/counterattack (if possible)
3a. Brave or Adept attack/counterattack (if possible)

Hit Formula: K + a + w + t
Avoid Formula: P + a + t

K = roller's Skill stat
P = roller's Speed
w = roller's weapon modifier
a = roller's skill modifiers
t = weapon triangle modifiers

If either combatant has 5 or more speed above the other's speed, they make a second attack/counterattack, which can apply Adept or Brave effects.

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