Post by Head Moderator on Jan 17, 2014 23:17:50 GMT -5
Rules for Quest & Mission Combat
- First and foremost, the DM has the first, last, and final say. If you have an issue with how a DM is running something, bring it up to a Moderator AFTER the quest or mission.
- Dice are Rank Dice (no set dice)
- Life is half your dice + your Endurance + Willpower + Skill + Item.
- Class and Profession bonuses allowed!
- Magic Items & Enchanted Items allowed!
- Choose CM's or Spells per Combat!
- Two spells or CM's per combat unless you have something that gives you more!
- Skills allowed!
- One defense skill in use at a time!
- One attack/combat skill in use at a time!
- Remember your Innate Skills and Constant Skills
- Please time stamp all logs.
Per Combat
- 2 CM's or Spells unless you have something that grants you more uses.
Per Turn
This is what you can use on your turn of combat in one round.
- Innate Skills
- Constant Skills
- 1 "other" skill whether it is a one-time skill or a skill you've activated. This includes Legacy Skills.
- Previously activated skills if applicable.
- 1 CM or Spell. You may not use CM's and spells in the same combat. Choose one or the other.
- 1 Loot Item unless it is something that is considered constant like Combat Finger Sleeves or Arcane Finger Sleeves, or gloves that make your weapon catch on fire all combat. Be sure to "activate" any enchants that need it, using that as your one loot item that round, then count it the rest of the combat.
- 1 Weapon Enchant unless it is something that is constant such as "Phantom" or something that adds a bonus to every attack you make. Be logical, ask the DM if you aren't sure. If it's a one-time special enchant, you can use ONE.
Fighting
- Make your attack.
- Target states their Defense DC (10 + their Quickness Bonus)
- Roll your d20 to see if you hit, add your Strike Bonus (+Quickness).
- If your Strike hits their Defense DC or is higher, you hit them.
- If you hit your target, roll your combat rank dice.
- Add your Strength (melee) or Quickness (ranged) or Intelligence (magic) bonus to your roll.
- Roll your weapon/unarmed tech damage dice.
- State the end number of attack for the DM!
Example:
Tesarik One: Seeing the monster heading for her, she pulled out both of her swords (dual wield skill), and headed right for the thing. Right hand slashed one way, left hand slashed the other way as she attempted to strike the creature.
OnlineHost: Tesarik One rolled 1 20-sided die: 20
Tesarik One: ~*~ Tesarik One scored 2 poynts damage ~*~
Tesarik One: (23)
Tesarik One: Hit!
OnlineHost: Tesarik One rolled 2 52-sided dice: 38 24
Tesarik One: ~*~ Tesarik One scored 7 poynts damage ~*~
OnlineHost: Tesarik One rolled 2 6-sided dice: 4 6
Tesarik One: (+1)
Tesarik One: 7 + 4 + 6 + 1 = 18
Defending Yourself
- Before the actual fight even begins you should have stated your Defense DC to the DM/Proctor.
- Your Defense DC is 10 + Quickness. So if you have 2 points in Quickness your Defense DC = 12. Your attacker must roll a 12 or over to hit you.
- If your attacker hits you, then state any protective measures such as a skill, armor, etc. the DM/Proctor only gives a few moments to state, so keep up with what's going on!
- Your Armor is subtracted from the damage; for instance if you have armor that gives you a +5 DEF and the damage rolled on you is 10hp, you take 5hp damage.
- You may use one defense skill at a time!