Combat and Dice Rolls
Oct 3, 2017 13:01:40 GMT -5
Post by Adagio on Oct 3, 2017 13:01:40 GMT -5
Combat and Dice Rolls
To war my friends! Away we ride, to fight, to die.
Overview
The Dice and When to Roll Them
Almost every time you roll to see if you succeed at doing something, you'll be rolling a 20-sided dice, also known as a 1D20. Rolls can be modified by applicable stats - which stat applies to the roll depends on what you're doing exactly, and it's usually left up to the user's discretion, although a mod may also tell you which stat they want you to roll for something. An example of a stat modifier is when a scout tries to roll to sneak past someone - since all scouts have a 2 in DEX, they get a +2 to their sneaking roll, thus making it a 1D20+2. It's important to note that damage rolls do not receive modifiers.
We have a built-in dice roller to make this shit easy - you can see an icon for it on the far right of the buttons at the top of the posting form that will insert the code, but you can also just type it in - OR copy it from right here!
[*roll range="NUMBER OF DICEd20STAT MODIFIER"]
When you're filling in the code you can define how many dice you're rolling and your stat modifier to get the right outcome. Note that each code you put in will only generate one result, so if you want to attack someone you'll need 1 code to see if the attack hits, and another code to see how much damage you do.
Dice Results
Your roll results will define rather loosely what happens next. The chart below has a quick guide to what the results of a d20 mean for you.
Roll | Outcome |
1 | Critical Failure. Something important breaks, you hurt yourself or an ally, or the mod gets to make some other move as hard as they want. |
2 - 10 | Failure. You fail your action. You may draw unwanted attention to yourself or an ally, hurt yourself, or the mod will let you get what you want but force you to make a difficult decision for it. |
11 - 19 | Success. You succeed with no penalty! Nice. |
20 | Critical Success! You succeed, plus something extra cool happens! If you were attacking, you get to roll damage twice and combine the outcomes. |
The Status on Stats
Stats can make or break a roll for you, so it's important to be clear on where they fall. This chart defines what each stat is and some of the rolls you can apply them to.
Stat | Description | Common Uses |
VIT | Vitality. Your health stat - this one doesn't modify any rolls, but is vitally important to being alive. | Not being dead. |
STR | Strength. Your strength stat - occasionally certain objects require a certain amount of strength to even use. | Breaking shit, using heavy weapons, escaping traps, arm wrestling. |
INT | Intelligence. Intelligence is tied largely into crafting and medicine here. | Crafting items, analyzing puzzles. |
PER | Perception. Your ability to sense foes, dangers, and deceit. | Identifying plants and animals, finding traps, sensing danger. |
DEX | Dexterity. A physical stat centered around speed, stealth, acrobatics. | Sneaking, dodging, doing sweet flips. |
CON | Constitution. A stat centered around protecting yourself and others from harm. | Resisting status conditions, performing complicated action under stress. |
Using Skills
Every character starts out with 4 free skills, but you can earn more as quest rewards, or by completing a training thread. Other characters can teach a character a skill when you complete a training thread with them, and have it approved by a quest mod. Training threads should be at least 1 full page of solid content - a full page of single-sentence posts won't do, nor will 10,000 words of pointless fluff. Write something meaty and interesting, build a bond with your teacher, and you'll be rewarded.
How Equipment Can Help
What a piece of equipment does will vary widely, especially since mods and users (With mod approval) can make up their own items in addition to what appears in our official catalog. Typically you'll want to check the tags to get an idea of what certain items are like - not every feature has an immediate stat application, but you should always account for what an item can logically do in your writing. A helmet may be able to absorb 2 points of vitality damage, but only if that damage is aimed at your head!
Changing Ranges
Dealing Damage, Blocking, Dodging, and Recovering
Dealing Damage :: When an attack action succeeds, you have to roll damage for it as well. If you're unarmed, you'll roll a 1d2 (Or a 1d4 instead if you have the skill Fisticuffs), with the resulting number equaling the damage you do. If you're using a weapon, then you can roll the die that corresponds to that weapon's damage. If you managed a critical success on your attack action, you can roll damage twice and add the numbers!
Blocking :: Blocking someone's attack against you is possible with a strength roll and an appropriate shield. How much damage you can protect yourself from will of course depend on the shield - if you block an attack that is stronger than your shield is, it will absorb what damage it can and then break! Blocking takes an action each time you do it, so be judicious or you may not get a chance to damage your opponent.
Dodging :: With a dexterity action roll, you can try to escape damage from an attack against you, though there's no guarantee you'll get away. The Enhanced Dodge skill can allow you the ability to escape damage with certainty - if you're willing to give up your second action for your turn!
Recovering :: Battles can be high stakes, and your best bet for survival is to never take that really bad hit. Still, shit happens - and your second best bet is to have a fellow mouse around that knows first aid. Recovering lost vitality quickly requires actual healing items and someone who can use them, which can mean dodging dangers and succeeding on roles in a hostile environment. Healing after a battle is easier. If you're stuck somewhere outside the colony, write a reasonable length thread about your recovery. If you're inside the colony, or you're able to make it back home safely, you can consider yourself automatically healed by your kin.
Oops I'm Dead?
Thread Mods: Who and Why