In another world and time, an epic tale of Gods, heroes, wars, and one nation's rise to power...

    Combat System

    High King Pendragon

    Posts : 11
    Join date : 2011-07-20

    Combat System

    Post  High King Pendragon on Fri Aug 12, 2011 9:47 pm


    In the world of Invictus there will likely be a time, very soon into your membership, that you will be required to do battle. That is there the dice system comes. The Dice system uses a combination of your stats and AOL's built in Dice roller to calculate damage fairly and evenly.

    The battles follow an AB BA format, with one character attacking first, and the other given a chance to respond. The responder is then given a chance to attack and the previous atacker gets a chance to respond. Responses can be in the form of any defensive action, from dodging to spell reflection which will be covered in the magic section.
    Combat is initiated by both parties rolling 1D Speed score. The winner of course, goes first.

    There are three types of Physical attacks - Projectiles, AOE, and Direct Effect.
    Projectiles are anything shot or thrown at an opponent. Projectile attacks can be blocked or dodged, but not parried.
    AOE is anything explosive or shockwave in nature. AOE Attacks can be blocked but not parried or dodged.
    Direct effect is your standard Melee attack, anything that requires physical contact. DE Attacks can be dodged, parried, or blocked with proper equipment.

    Combat in Invictus makes use of the Attack Power & Defense system to help alter damage done, increasing the DPS or survivability of certain units. This system will be covered in detail in the Armor and weaponry section.

    This is self explanatory to most experienced RPers. Melee is the most basic form of combat between two armed or unarmed participants. It is hand to hand, or rather, sword to sword and is the simplest form of combat to take up. The combat is determined by dice rolls based on the statistics of the participants.
    The basic formula is as such:
    1Dstrength score / 2. EX: Fred has a strength score of 20. He rolls unarmed dice and scores a 12. 12 / 2 = 6. Fred scores a hit of 6 on his target.
    1D are basic dice and unless dual wielding, always used. Any score reduced to below 0 is scored as 0.

    The Clash system
    Of course, there are times when not every attack will hit. Opponents will try to dodge, parry and block your attacks often. To this end I have developed the Clash System. The Clash system is simple and consists of 3 different ways to stop attacks.
    Dodge: Dodge is initiated after an attack has been made and scored. Dodge is a matter of speed of the attacker Vs speed of the target. A roll of 1D speed score is initiated and the benefits of any speed modifiers added to create the final score. If the Target's final score is higher, the damage is negated. If the Attacker wins, half the damage taken is added back onto the target.
    EX: Joe attempts to dodge Fred's attack. He has a a speed score of 20 so he rolls 1d20 and scores a 14. Fred does the same and rolls a 15. Since the original dmg his score would of done was 6, 6 / 2 = 3. 6 + 3= 9. The final score is 9.

    Parry: Parry follows the same principles as Dodge, but instead of pitting Speed vs Speed, the strength of the attack is weighed against the dexterity of the target. With a successful Parry attempt, the opponent is left open to a strong Counterattack. Counterattacks are basic attack rolls + half the dmg done. Counterattacks cannot be parried or dodged, but can be blocked. Parry requires a weapon, unless both combatants are unarmed.

    Block: Block follows the same principles of Dodge and parry in execution, except that Strength is pitted against Endurance + DEF score of ones shield. The resulting defensive score is then subtracted from the attack, leaving the final score of the attack. Block is the defensive warrior premier form of Damage mitigation and as such, requires a weapon or a shield.
    EX: Instead of parrying, Joe decided to block Fred's attack. Joe has an endurance score of 50 and a shield with a Defense score of +3. He rolls a 1D50 and scores a 5. 5 + 3 = 8. 8-6 = -2. The final score is 0.

    Critical Strikes

    Critical strikes occur when someone hits their maximum dice score. This score is automatically doubled. Warning, should a critical strike result in death, then the offending party WILL be charged with manslaughter. To avail this, parties may waive the right to critical strike before a match.

      Current date/time is Mon Sep 24, 2018 3:52 pm