RNG combat: Difference between revisions
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* '''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 | ||
==== ??? ==== | ==== ??? ==== | ||
Revision as of 11:01, 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.
Below are a few examples to those looking for premade options:
Body parts
D6:
- 1 = head
- 2 = arm(s)
- 3 = torso
- 4 = hip
- 5 = leg(s)
- 6 = feet
D10:
- 1 = head
- 2 = neck
- 3 = shoulder
- 4 = arm
- 5 = chest
- 6 = back
- 7 = abdomen
- 8 = hip
- 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 = upper chest
- 10 = upper 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
???
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 =
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 multiply the damage by 1.25.
- 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
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.