RNG combat: Difference between revisions
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== Basics == | == 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 === | === Success vs. failure === | ||
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To determine if a hit misses or succeeds, the writer can roll a d20. | To determine if a hit misses or succeeds, the writer can roll a d20. | ||
* ''' | * '''1''' = critical miss | ||
* '''2–5''' = miss | |||
* '''6–10''' = partial miss | * '''6–10''' = partial miss | ||
* '''11–15''' = partial hit | * '''11–15''' = partial hit | ||
* ''' | * '''16–19''' = hit | ||
* '''20''' = critical hit | |||
What are partial misses | ==== 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 == | == Calculations == | ||
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=== Damage === | === 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 multiply the damage by 1.25. | 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 | * '''Humans:''' 0.1 × d12 | ||
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* '''Primordials:''' 8 × d10 | * '''Primordials:''' 8 × d10 | ||
* '''Nephilim:''' 1 × d12 | * '''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 == | == Notes == | ||
<references /> | <references /> | ||