RNG combat: Difference between revisions
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* '''Anakim, cambions:''' 1 × d4 | * '''Anakim, cambions:''' 1 × d4 | ||
* '''Ishim, runts:''' | * '''Ishim, runts:''' 2 × d4 | ||
* '''Malachim, erelim, workers:''' | * '''Malachim, erelim, workers:''' 3 × d4 | ||
* '''Cherubim, overlords:''' 3 × d6 | * '''Cherubim, overlords:''' 3 × d6 | ||
* '''Seraphim, archdemons:''' 4 × d6 | * '''Seraphim, archdemons:''' 4 × d6 | ||
* '''Archangels, deadly sins:''' | * '''Archangels, deadly sins:''' 5 × d8 | ||
* '''Primordials:''' 8 × | * '''Primordials:''' 8 × d10 | ||
* '''Nephilim:''' 1 × d12 | * '''Nephilim:''' 1 × d12 | ||
Revision as of 08:17, 29 January 2026
CEN's server features dice rolls for those interested in less planned, and perhaps a bit chaotic, combat. While most of the heavy lifting is left to the writer to play out, I've compiled baseline examples below.
Basics
Success vs. failure
To determine if a hit misses or succeeds, the writer can roll a d20.
- 1–5 = miss
- 6–10 = partial miss
- 11–15 = partial hit
- 16–20 = hit
What are partial misses and hits? 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.
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
Toughness
Toughness, or 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 higher than the target's resistance. This means that an ishi, for example, wouldn't be able to hurt an archdemon, but could succeed against a runt or another ishi.
- Humans: 0
- Anakim, cambions: -1
- Ishim, runts: -2
- Malachim, erelim, workers: -3
- Cherubim, overlords: -4
- Seraphim, archdemons: -6
- Archangels, deadly sins: -8
- Primordials: -30
- 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:
- Anakim, cambions: 1 × d4
- Ishim, runts: 2 × d4
- Malachim, erelim, workers: 3 × d4
- Cherubim, overlords: 3 × d6
- Seraphim, archdemons: 4 × d6
- Archangels, deadly sins: 5 × d8
- 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.