COMBAT
The heart of any roleplaying system is its combat rules. These rules govern the conduct of how two or more parties engage each other when they have an encounter. The following rules are designed to quickly resolve such encounters.
DEFENSE SCORE
The ability to hit a target and do damage is not equal across the board; that is to say some targets are harder to hit or damage than others. A targets difficulty to hit rating is referred to as its defense score. This score is calculated based on a number of factors. The main factor is its armor class. Armor class is the amount of physical protection an object has against damage. For characters this usually means that they are wearing some sort of protective gear such as armor or they have some sort of protective magic such as a ring of protection. Armor and magic items have a base rating that is added to a characters defense score.
All characters have a base Armor class of 10 without any protective gear or other bonuses. A character or creatures defense score is equal to 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + Skill Modifiers + Size Modifiers.
INITIATIVE
Combatants at the beginning of each combat round will roll a 1d10 and add any bonuses they might get from Dexterity and other skills, abilities, and/or magic items. The person with the highest roll has the option of acting first, the combatant with the next highest score goes next, and combat proceeds downward until all combatants have had the chance to act once.
Some players if they have rolled a high enough Initiative that round may get a chance to attack several times during the combat round. The number of times a player may attack during a combat round is determined by taking the players Initiative score and subtracting 10. For example if a player rolls a 14 they will get 2 Initiative passes that combat round. Additional attacks during a round occur only after each player has made their first attack that round. Once the first attacks are completed than those with a second attack get to make their second attack in the same order as the first attacks. Subsequent attacks follow this established sequence throughout the round in that order until everyone has exhausted their Initiative passes.
DODGE
A dodge can only be attempted once during a combat round and only during the characters first initiative pass. If the player has already attacked that round they may not attempt to dodge. A Dodge costs the combatant a full Initiative pass and is only effective against one attack.
To attempt a dodge a player must roll a D20 adding their dexterity bonus plus any bonuses they might receive from skills and items. A result equal to or higher than the opponents to hit roll results in a successful dodge.
ATTACK ROLLS
To score a hit that deals damage on your attack roll you must roll the targets defense score or higher. Your Attack roll is equal to 1D20 + Characters Level + Dexterity Modifier + Size Modifier + Skill Modifiers.SAVING THROWS
From time to time characters may exhibit the rare ability to survive a devastating attack. This miraculous save maybe due to chance or some innate resistance to the nature of the attack. The Saving throw is the method by which this chance is determined within the game. Not every attack requires or deserves a saving throw. In fact most attacks do not get saving throws. Only certain categories of attacks receive saving throws these categories are describe below.
Poison/Death Magic – players may make a saving throw against attacks that can result in instantaneous death.
Paralyzation – Players may make a saving throw against attacks that leave them completely defenseless and unable to act.
Magic – Players usually can make a saving throw against magical attacks unless the spell or item being used prohibits a save.
Breath Weapon/ Advance Weaponry – Players may make a save against creatures who have devastating magic like attacks such as breathing fire or from advance weaponry like laser or plasma weapons.
Saving throws are rated as percentages and require that the players roll the number or less on percentile dice to succeed.
CALCULATING SAVING THROWS
A characters chance of resisting one of these types of attacks is based on there level of experience. A characters saving throw is calculated using the following formula:
Saving throw = Base Saving Throw Score + (Lvl of Character x(2% + Fae saving bonus))
NOTE
BASE SAVING THROW: The following list gives the base starting score for each saving throw type.
- Poison/Death Magic: 20%
- Paralyzation: 15%
- Magic: 10%
- Breath Weapon/ Advance Weaponry10%
FAE RACIAL ABILITIES: Players who have chosen the Fae racial ability of Saving throw bonus add that bonus to the base 2% before multiplying by the characters level. The fae ability has two types general and specific. Those with the general ability get a +2 bonus across the board whereas those with specific get a +4 to a specific type of saving throw.