RNG combat: Difference between revisions
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=== Outcomes === | === Outcomes === | ||
Sometimes, an outcome can't be determined with a simple "yes" or "no", but rather a choice of several options—body parts, injury types, or even the spells or powers to use. For example, someone writing a demon could roll three 6-sided dice: what power to use, a body part to hit, and a reaction to the opponent's previous reply. The end result could look like this: 3 (telekinesis), 2 (neck), and 6 (stumble). The options don't have to be public—the dice can be used simply to help the writer make decisions. | Sometimes, an outcome can't be determined with a simple "yes" or "no", but rather a choice of several options—body parts, injury types, or even the spells or powers to use. For example, someone writing a demon could roll three 6-sided dice: what power to use, a body part to hit, and a reaction to the opponent's previous reply. The end result could look like this: 3 (telekinesis), 2 (neck), and 6 (stumble). The options don't have to be public—the dice can be used simply to help the writer make decisions based on available choices. | ||
Below are a few examples to those looking for premade options: | == Calculations == | ||
=== Health pool === | |||
A character's base health is based on their rank and species: for example, a regular human's hit points (or health) would start at the lowest possible score, and increase for each upgrade in species and rank. The numbers listed below act as a baseline—writers are free to modify or use their own methods to calculate a character's base health. | |||
* '''Humans:''' 4 HP | |||
* '''Anakim, cambions:''' 4 HP × ?<ref>The multiplication is based on the supernatural parent's rank, starting from 1. For example, an anakim sired by a cherub would have a multiplicative of 4, resulting in a total HP of 16.</ref> | |||
* '''Ishim, runts:''' 8 HP | |||
* '''Malachim, erelim, workers:''' 16 HP | |||
* '''Cherubim, overlords:''' 20 HP | |||
* '''Seraphim, archdemons:''' 30 HP | |||
* '''Archangels, deadly sins:''' 50 HP + (4 × ?<ref>The multiplication is based on the archangel's/sin's rank, starting from 0 for Haniel and Asmodeus.</ref>) | |||
* '''Primordials:''' 100 HP + (10 × ?<ref>The multiplication is based on the primordial's order of creation/birth. Starting at 0 for Energy, for example, Order's multiplicative would be 6, resulting in a total HP of 160.</ref>) | |||
* '''Nephilim:''' (parent 1's HP + parent 2's HP) / 2, rounded down | |||
=== Resistance === | |||
Resistance is a flat reduction from any hits the character receives. For example, a hit of 6 wouldn't break through against a resistance of 8, and would result in no damage taken. For damage to affect the target, it's value has to be equal or higher than the target's resistance. This means that an ishi, for example, wouldn't be able to hurt an archdemon, but should succeed against a runt, maybe even a worker. | |||
* '''Humans:''' 0 | |||
* '''Anakim, cambions:''' 1 | |||
* '''Ishim, runts:''' 2 | |||
* '''Malachim, erelim, workers:''' 4 | |||
* '''Cherubim, overlords:''' 8 | |||
* '''Seraphim, archdemons:''' 10 | |||
* '''Archangels, deadly sins:''' 20 | |||
* '''Primordials:''' 40 | |||
* '''Nephilim:''' (parent 1's resistance + parent 2's resistance) / 2, rounded down | |||
=== Damage === | |||
Finally, here are the rolls that can be used to determine a hit's damage. If your character is specialized in a skill or damage type, you can optionally multiply the damage by 1.25, rounded down. | |||
* '''Humans:''' 0.1 × d12 | |||
* '''Anakim, cambions:''' 1 × d4 | |||
* '''Ishim, runts:''' 2 × d4 | |||
* '''Malachim, erelim, workers:''' 3 × d4 | |||
* '''Cherubim, overlords:''' 4 × d4 | |||
* '''Seraphim, archdemons:''' 4 × d6 | |||
* '''Archangels, deadly sins:''' 4 × d10 | |||
* '''Primordials:''' 8 × d10 | |||
* '''Nephilim:''' 1 × d12 | |||
== Roll examples == | |||
=== Hits and damage === | |||
'''Example 1.''' The writer rolls 16 for a connecting hit and proceeds to calculate the resulting damage. As they write a demon worker fighting a malach, they must roll at least 4 to hit. Using 3 4-sided dice, they roll a 9. The opposing malach takes 5 damage (9 points of damage minus their resistance of 4), amounting to roughly a third of their health. The hit is serious, but not severe, so the malach is able to keep fighting, but hurt. | |||
'''Example 2.''' A writer starts by rolling 20 for a critical hit. Their cherub rolls a 6, which doesn't penetrate the opposing overlord's resistance of 8 and causes no damage. However, because the writer rolled a critical hit, their writing partner allows them to hit the overlord with the smite's burning effect and reacts to it in their reply. | |||
'''Example 3.''' A deadly sin has encountered an overlord and a fight starts. After the overlord has whiffed their first strike (16 damage against 20 resistance), the deadly sin replies with a connecting hit (19), rolls 32 points of damage, resulting in 24 points after accounting for the overlord's resistance, 4 points over the character's health pool. This would kill the character, but the writers agree to spare the losing overlord, instead leaving them critically injured. | |||
=== Combat choices === | |||
Below are a few dice examples to those looking for premade options: | |||
==== Body parts ==== | ==== Body parts ==== | ||
| Line 41: | Line 97: | ||
* '''2''' = arm(s) | * '''2''' = arm(s) | ||
* '''3''' = torso | * '''3''' = torso | ||
* '''4''' = | * '''4''' = pelvis | ||
* '''5''' = leg(s) | * '''5''' = leg(s) | ||
* '''6''' = feet | * '''6''' = feet | ||
| Line 54: | Line 110: | ||
* '''6''' = back | * '''6''' = back | ||
* '''7''' = abdomen | * '''7''' = abdomen | ||
* '''8''' = | * '''8''' = pelvis | ||
* '''9''' = leg | * '''9''' = leg | ||
* '''10''' = foot | * '''10''' = foot | ||
| Line 68: | Line 124: | ||
* '''7''' = left arm | * '''7''' = left arm | ||
* '''8''' = left wrist/fingers | * '''8''' = left wrist/fingers | ||
* '''9''' = | * '''9''' = ribs | ||
* '''10''' = | * '''10''' = back | ||
* '''11''' = abdomen | * '''11''' = abdomen | ||
* '''12''' = spine | * '''12''' = spine | ||
| Line 81: | Line 137: | ||
* '''20''' = left foot/toes | * '''20''' = left foot/toes | ||
==== | ==== Injury types ==== | ||
D6: | D6: | ||
* '''1''' = | * '''1''' = sharp cut | ||
* '''2''' = | * '''2''' = blunt object | ||
* '''3''' = | * '''3''' = hot/burn | ||
* '''4''' = | * '''4''' = cold/freeze | ||
* '''5''' = | * '''5''' = choke | ||
* '''6''' = | * '''6''' = drown | ||
D10: | D10: | ||
* '''1''' = | * '''1''' = cut | ||
* '''2''' = | * '''2''' = stab | ||
* '''3''' = | * '''3''' = bruise | ||
* '''4''' = | * '''4''' = break | ||
* '''5''' = | * '''5''' = crush | ||
* '''6''' = | * '''6''' = sever | ||
* '''7''' = | * '''7''' = choke | ||
* '''8''' = | * '''8''' = twist | ||
* '''9''' = | * '''9''' = pull | ||
* '''10''' = | * '''10''' = thermal/electrical/chemical burn | ||
==== Template ==== | |||
D6: | D6: | ||
| Line 174: | Line 207: | ||
* '''19''' = | * '''19''' = | ||
* '''20''' = | * '''20''' = | ||
== Notes == | == Notes == | ||
<references /> | <references /> | ||
Latest revision as of 11:53, 29 January 2026
CEN's server features dice rolls for those interested in less planned and unpredictable combat. While most of the heavy lifting is left to the writer to play out, the guidelines below should give you an idea of how to utilize the dices available.
Basics
The server's bot supports all D&D's dices: 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, 20-sided, and an additional 100-sided (percentage) dice. These can be used according to the writer's preferences: instead of a d20, a simple d4 might offer a more simple solution.
Success vs. failure
To determine if a hit misses or succeeds, the writer can roll a d20.
- 1 = critical miss
- 2–5 = miss
- 6–10 = partial miss
- 11–15 = partial hit
- 16–19 = hit
- 20 = critical hit
Misses
A critical miss is a hit that misses the target completely and likely backfires: a spell connects to a wrong target, a failed hit trips the attacker over, a telekinetically raised object falls on the demon's toes, and so on. While no one is forced to turn the scene into outrageous comedy, a critical miss should differ from a regular miss. Otherwise, where's the fun in that?
What are partial misses, then? Well, that's up to the writer to decide: the hit might not land properly, the effect might be lesser, or the hit lands in a different body part.
Hits
The same applies for hits: they can hit partically, properly, or critically. Like misses, the effects are up for the writers to decide and decipher, and communication is encouraged. Like a critical miss, a critical hit should have a clear effect: it should affect the opponent, knocking them over, lowering their defenses, or causing a temporary injury that affects their fighting.
Communication is key—while outright killing other characters is technically allowed, all writers should act in good faith and allow the opponent to retreat.
Outcomes
Sometimes, an outcome can't be determined with a simple "yes" or "no", but rather a choice of several options—body parts, injury types, or even the spells or powers to use. For example, someone writing a demon could roll three 6-sided dice: what power to use, a body part to hit, and a reaction to the opponent's previous reply. The end result could look like this: 3 (telekinesis), 2 (neck), and 6 (stumble). The options don't have to be public—the dice can be used simply to help the writer make decisions based on available choices.
Calculations
Health pool
A character's base health is based on their rank and species: for example, a regular human's hit points (or health) would start at the lowest possible score, and increase for each upgrade in species and rank. The numbers listed below act as a baseline—writers are free to modify or use their own methods to calculate a character's base health.
- Humans: 4 HP
- Anakim, cambions: 4 HP × ?[1]
- Ishim, runts: 8 HP
- Malachim, erelim, workers: 16 HP
- Cherubim, overlords: 20 HP
- Seraphim, archdemons: 30 HP
- Archangels, deadly sins: 50 HP + (4 × ?[2])
- Primordials: 100 HP + (10 × ?[3])
- Nephilim: (parent 1's HP + parent 2's HP) / 2, rounded down
Resistance
Resistance is a flat reduction from any hits the character receives. For example, a hit of 6 wouldn't break through against a resistance of 8, and would result in no damage taken. For damage to affect the target, it's value has to be equal or higher than the target's resistance. This means that an ishi, for example, wouldn't be able to hurt an archdemon, but should succeed against a runt, maybe even a worker.
- Humans: 0
- Anakim, cambions: 1
- Ishim, runts: 2
- Malachim, erelim, workers: 4
- Cherubim, overlords: 8
- Seraphim, archdemons: 10
- Archangels, deadly sins: 20
- Primordials: 40
- Nephilim: (parent 1's resistance + parent 2's resistance) / 2, rounded down
Damage
Finally, here are the rolls that can be used to determine a hit's damage. If your character is specialized in a skill or damage type, you can optionally multiply the damage by 1.25, rounded down.
- Humans: 0.1 × d12
- Anakim, cambions: 1 × d4
- Ishim, runts: 2 × d4
- Malachim, erelim, workers: 3 × d4
- Cherubim, overlords: 4 × d4
- Seraphim, archdemons: 4 × d6
- Archangels, deadly sins: 4 × d10
- Primordials: 8 × d10
- Nephilim: 1 × d12
Roll examples
Hits and damage
Example 1. The writer rolls 16 for a connecting hit and proceeds to calculate the resulting damage. As they write a demon worker fighting a malach, they must roll at least 4 to hit. Using 3 4-sided dice, they roll a 9. The opposing malach takes 5 damage (9 points of damage minus their resistance of 4), amounting to roughly a third of their health. The hit is serious, but not severe, so the malach is able to keep fighting, but hurt.
Example 2. A writer starts by rolling 20 for a critical hit. Their cherub rolls a 6, which doesn't penetrate the opposing overlord's resistance of 8 and causes no damage. However, because the writer rolled a critical hit, their writing partner allows them to hit the overlord with the smite's burning effect and reacts to it in their reply.
Example 3. A deadly sin has encountered an overlord and a fight starts. After the overlord has whiffed their first strike (16 damage against 20 resistance), the deadly sin replies with a connecting hit (19), rolls 32 points of damage, resulting in 24 points after accounting for the overlord's resistance, 4 points over the character's health pool. This would kill the character, but the writers agree to spare the losing overlord, instead leaving them critically injured.
Combat choices
Below are a few dice examples to those looking for premade options:
Body parts
D6:
- 1 = head
- 2 = arm(s)
- 3 = torso
- 4 = pelvis
- 5 = leg(s)
- 6 = feet
D10:
- 1 = head
- 2 = neck
- 3 = shoulder
- 4 = arm
- 5 = chest
- 6 = back
- 7 = abdomen
- 8 = pelvis
- 9 = leg
- 10 = foot
D20:
- 1 = face
- 2 = head
- 3 = neck
- 4 = shoulder
- 5 = right arm
- 6 = right wrist/fingers
- 7 = left arm
- 8 = left wrist/fingers
- 9 = ribs
- 10 = back
- 11 = abdomen
- 12 = spine
- 13 = pelvis
- 14 = organs
- 15 = right knee
- 16 = left knee
- 17 = right thigh
- 18 = left thigh
- 19 = right foot/toes
- 20 = left foot/toes
Injury types
D6:
- 1 = sharp cut
- 2 = blunt object
- 3 = hot/burn
- 4 = cold/freeze
- 5 = choke
- 6 = drown
D10:
- 1 = cut
- 2 = stab
- 3 = bruise
- 4 = break
- 5 = crush
- 6 = sever
- 7 = choke
- 8 = twist
- 9 = pull
- 10 = thermal/electrical/chemical burn
Template
D6:
- 1 =
- 2 =
- 3 =
- 4 =
- 5 =
- 6 =
D10:
- 1 =
- 2 =
- 3 =
- 4 =
- 5 =
- 6 =
- 7 =
- 8 =
- 9 =
- 10 =
D20:
- 1 =
- 2 =
- 3 =
- 4 =
- 5 =
- 6 =
- 7 =
- 8 =
- 9 =
- 10 =
- 11 =
- 12 =
- 13 =
- 14 =
- 15 =
- 16 =
- 17 =
- 18 =
- 19 =
- 20 =
Notes
- ↑ The multiplication is based on the supernatural parent's rank, starting from 1. For example, an anakim sired by a cherub would have a multiplicative of 4, resulting in a total HP of 16.
- ↑ The multiplication is based on the archangel's/sin's rank, starting from 0 for Haniel and Asmodeus.
- ↑ The multiplication is based on the primordial's order of creation/birth. Starting at 0 for Energy, for example, Order's multiplicative would be 6, resulting in a total HP of 160.