Combat Mechanics

Combat Basics

 * Combat is defined as the clash between player characters and non-player charcters (NPC) in the world of Del'diem. There are many facets to combat, including attacking, blocking, dodging, using abilities, positioning, and status effects. This page should help clarify any unclear combat mechanics.

Basic Attacks

 * Basic attacks are performed by a unit (which may be a player or NPC) during which that unit picks another unit as a target. If the attacking unit is allowed to attack the target, the unit rolls for an attack, which is usually a primary stat plus 2d6. If a unit rolls a 2, it is considered a critical failure and the attack is considered to have missed. If the unit rolls a 12, then the attack is considered to be a critical success and the damage is doubled. There are three types of basic attacks: STR attacks, INT attacks, and AGI attacks.

Blocking

 * Blocking is a combat tactic used to reduce the damage a unit would take. DEF and INT are the two stats that are used to calculate blocking. There are two methods of blocking damage, blocking with DEF and blocking with INT. Blocking is typically calculated by rolling 2d6 and adding that roll to the appropriate defensive stat. If the roll is a 2, it is also considered to be a critical failure and none of the damage is mitigated. If the roll is a 12, it is considered to be a critical block, the attack is fully blocked, the blocking unit takes no damage, and the blocking unit is allowed the chance to counterattack. Counterattacks cannot be in turn counterattacked, instead the damage is reduced to zero for both units.

DEF Blocking

 * Players that choose to block with their DEF stat typically roll 2d6 and add their DEF stat to that roll. The player's roll is then subtracted from the attacker's roll, and the resulting amount is dealt to the player. If the player's block value is higher than the attacker's attack value, no damage is dealt. If a unit is blocking an INT attack with DEF, the block value is halved, in which case the defender's roll becomes (2d6+DEF)/2.

INT Blocking

 * INT blocking works almost exactly the same as DEF blocking, but is more effective at blocking other INT-based attacks. The roll is performed the same way, the blocking unit rolls 2d6 and adds the value of that roll to its INT value, which is then subtracted from the value of the attacker. If the block value is higher than the attack value, again, no damage is dealt. If a unit chooses to block a STR-based attack with INT, the block value is halved, in which case the defender's roll becomes (2d6+INT)/2

Dodging

 * Those classes that utilize AGI have the option to dodge an attack instead of blocking it. Dodging is a hit-or-miss technique in which case the dodging unit either takes no damage or full damage from the attack. To calculate dodge chance, the unit attempting to dodge rolls 2d6 and adds that value to their AGI. If the dodge value is higher than the attack value, no damage is dealt. If the dodge value is less than or equal to the attack value, the dodging unit takes full damage from the attack.

Defending

 * Units have the option to "Defend" at the begining of their turn. If a unit chooses to defend, that unit skips its turn, cannot move, and its DEF stat is increased by 100% for one defensive roll from a chosen source before the defending player's next turn. Choosing to defend does not increase the values of INT or AGI when applied to defensive rolls.

The Aggro Table

 * Whenever a player uses an attack or ability, more often than not that player will generate aggro on one or more of the enemy units. Enemy units will usually attempt to attack whatever player has generated the most aggro on that enemy unit. Players generate aggro equal to the amount of damage dealt to an enemy plus the value of their AGGRO stat. Enemies with lower intelligence, such as beasts and monsters, will often mindlessly attack whatever player has generated the most aggro on them, while more clever enemies may be more strategic in their target choices.

Positioning

 * Unit positioning determines what targets a unit is able to legally attack on the battlefield. The Battlefield typically consists of two 3x5 grids, each occupied by allied Players and enemy NPC's respectively. Any unit may move to an unoccupied square on that unit's side of the field at the begining of that unit's turn and then perform an attack. There are two types of attacks: melee attacks and ranged attacks.

Melee

 * Melee attacks are most often performed by units that use STR as their primary stat, but some melee attacks can be performed with AGI. Melee attacks have range equal to any square adjacent to the attacking unit. In order to perform a melee attack, that unit moves forward from its original position to an unoccupied square where the attacking unit is in range of its target. Once the attack has been performed, the attacking unit returns to its original position. Units performing melee attacks cannot pass through any other units to perform the attack, including friendly units.

Ranged

 * Ranged attacks are most often performed by units that rely on INT as their primary stat, but there are also some that use AGI as well. Ranged attacks have maximum range equal to 5 squares away from the attacking unit. This means that a ranged unit can attack a target 5 squares directly in front, 4 in front and 1 up or down, 3 in front and 2 up or down, etc. Ranged attacks can also hit anything within maximum range, and ranged attacks are not obstructed by any units in the attack's path.

Counter-Attacking

 * Unit positioning is taken into account when determining if a counterattack is possible. Melee attacks can be countered by both melee units and ranged units, but ranged attacks can only be counterattacked by ranged units.

Intercepting

 * All units have an intercept range equal to any squares adjacent to each unit. Units can intercept a melee attacker if an attacking unit passes a square that lies within the intercepting unit's interception range. In which case, the intercepting unit moves in front of the attacking unit, blocks the attacking unit, and the intercepting unit stays in its new position until the intercepting unit's next turn. A unit is not required to intercept when an enemy unit passes through its intercept range. A single unit can perform an interception whenever an enemy unit passes through its intercept range, meaning one unit can make multiple interceptions before that unit's next turn.

Item Use
Detailed Positioning Example Scenarios - Click this link for example combat scenarios
 * Item use has a range of 1 square adjacent to the unit using an item. In order to use an item on a separate unit, the item-using unit must move to an unoccupied square adjacent to the unit recieving the item's effect. The same procedure is used when units transfer items from one unit's inventory to the other's.

Combat Abilities

 * Combat abilities are special techniques used by units to enhance their effectiveness in combat. Abilities can have all sorts of varying effects, including dealing bonus damage, adding status effects, and healing other units. Abilities are similar to regular attacks in that the majority are targetted (with one exception), but abilities do not miss even if the unit using an ability rolls a critical failure.

Ability Cooldown

 * All abilities have a unique value known as a cooldown. Cooldown essentially dictates how often an ability can be used. When an ability is used, it goes on cooldown and will come off cooldown after a designated number of turns. Abilities start their cooldown the turn they are used. For example. If a unit uses an ability with a cooldown of 3, it goes on cooldown for a value of 3 that turn. Next turn it has a cooldown of 2, the turn after it has a cooldown of 1, and once the cooldown goes to 0, the ability can be used again that turn.

Ability Types

 * There are three classes of abilities: Passive, Active, and Reactive. Passive abilities are always on, and almost always have a cooldown of zero. Active abilities are used on a player's turn and consume the player's entire turn. Reactive abilities can be used at anytime provided the conditions required to use them are met. There are some abilities that can fall into more than one ability class. For example, the Weapon Master has a passive ability that also has an active effect.

Area of Effect Abilities

 * Some abilities are known as Area of Effect abilities, or AoE abilities. These abilities hit units on the battlefield without selecting targets. AoE abilities can affect either a small area, the player's field, the enemy field, or the entire battlefield depending on the ability. The center of the AoE must be within the unit's maxmim range. These types of abilities can hit units that would otherwise be untargetable.

Multi-Target Abilities

 * Multi-Target abilities function like regular combat abilities, but a MT ability has the option to target more than 1 unit. If there are fewer than the maximum number of targets, the same unit may be targetted twice. For example, if a unit is an ability that can target 2 units, and there are 2 targettable units on the field, both units must be targetted. However, if that attacking unit uses the same ability and there is only 1 targettable unit on the field, that unit may be targetted twice. All targets of a MT ability must be within the attacking unit's maximum range.

Combat Status Effects

 * Status effects are additional affects that can be caused by combat abilities or some normal attacks. They typically have a set duration of turns and may or may not be removed before the set duration.

Examples

 * Damage over Time: Anything inflicted with a Damage over Time effect (DoT) takes damage and generates aggro at the end of its turn. A good exmple of a DoT effect is poison.


 * Stat Reduction: An ability that reduces a unit's stats will reduce one or more of a unit's primary stats (STR, DEF, AGI, etc.) until the effect is cleansed, or the duration of the effect ends.


 * Stealth: Stealthed units cannot be targetted, but can still be hit with AoE abilities. Stealthed units also cannot be intercepted when attacking.


 * Taunt: An ability with a Taunt effect applies 3x the user's base AGGRO in addition to any AGGRO generated from damage caused by the ability.


 * Provoke: A provoked unit must attack whatever provoked it on the unit's next turn.


 * Blind: A blinded unit will miss with normal attacks, but can still use abilities


 * Silence: A silenced unit cannot use any abilities, but can still use normal attacks.


 * Cripple: A crippled unit cannot block or dodge, but can still use attacks and abilities.


 * Distract: A distracted unit cannot use abilities or normal attacks, but can still block.


 * Snare: A snared unit can attack, block, and use abilities, but cannot move to a different location on the battlefield.


 * Sleep: A unit that is forced to sleep cannot attack, block, or use abilities until that unit is damaged, or until the duration of the effect ends.


 * Stun: A stunned unit cannot attack, block, or use abilities until the duration of the effect ends.


 * Confusion: A confused unit will attack and use abilities at random as well as select random targets until the duration of the effect ends.

Weapon Status Effects

 * These will be listed as they are revealed.

Death

 * Death occurs when a unit's health drops to or below zero. If a unit is dead, it is considered no longer in combat and cannot take any actions. When a player dies, they lose all AGGRO that player had generated on any targets still in combat. There are two situations in which player death is relevant: death during combat and death at the end of combat.

Death During Combat

 * In the event that a player dies during combat, that player can no longer attack, block, use abilities, or use items. To revive a player during combat, other players must heal the dead player for at least 50% of the dead player's health. This does not all have to be done all at once or all in one turn. Healing a dead player can be accomplished through both the use of items or abilities. If the dead player is successfully healed to 50% of his max health, that player comes back to life with half of the health that was used to resurrect the dead player. The player may then resume taking action normally.

Death at the End of Combat

 * If a dead player was not able to be successfully resurrected during combat, a healing item may be used to resurrect the fallen player. The player then comes back to life with the amount healed. In the event that no healing items are present in the party, a deal with Death may be made to return the dead player to life for a hefty price of coin from the entire party. The amount of coin required to satisfy Death increases based on the level of the dead character. If a player is revived this way, they come back to life with 1 health.

Loot

 * Loot is the name for the spoils collected after combat is over. Loot can include either coin, equipment, or both. The type of Loot dropped by the enemy is determined by the DM. Coin is typically a flat amount given to all players at the end of combat. In the event of equipment dropping, each player rolls 1d10. If a player rolls between 2 and 9, that player is given a piece of equipment equal to the Loot tier of the dungeon (the Loot tier is also determined by the DM). If the player rolls a 1, the player recieves a piece of equipment of 1 Loot tier lower than the current dungeon (in the event that a 1 is rolled on the lowest Loot tier, that player recieves 1 copper, the coin value of a tier 1 Loot item). If the player rolls a 10, that player is allowed to roll the die again until that player does not roll a 10. That player then recieves a piece of equipment x levels higher than the current dungeon, where x is the number of times that player rolled a 10. If a player rolls a 10 followed by a 1, the Loot tier does not decrease.


 * For example, Player A rolls for a piece of equipment in a tier 2 Loot dungeon and then rolls a 10. Player A rolls again and rolls a 7. Player A recieves a piece of tier 3 Loot equipment.
 * Now, Player B rolls for loot in the same dungeon and rolls a 10, and then rolls a 10 again, followed by a 3. Player B recieves a piece of equipment with a Loot tier of level 4.
 * For the last example, Player C rolls for loot in the exact same dungeon and rolls a 10 followed by a 1. Player C will then recieve a piece of tier 3 Loot.