Rules:Combat

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While combat is not everything in an RPG it does play an important role. Therefore the combat system is an important part of the RPGs rules. In Adonthell combat takes place on the map and is handled in real time.

Whenever one character wants to harm an enemy she attacks. In order to harm someone two things must be done. First the defender must be hit (some spells and traps hit automatically). When the hit is successful, damage is calculated.

To Hit Calculation

  • Melee
    To hit someone in close combat you add 50 to the attackers melee attack value and subtract the defenders parry value. The engine then generates a random number between 0 and 100. If the random number is equal to or lower than the calculated value a hit is landed.
  • Ranged
    To hit someone in ranged combat you add 50 to the attackers ranged attack value and subtract the defenders dodge value. The engine then generates a random number between 0 and 100. If the random number is equal to or lower than the calculated value a hit is landed.

What about spells???

Damage and Wounds

  • Damage Type
    Once a character is hit, the next step is to determine how much damage she takes. There are four types of damage: physical, fire, poison and magical, corresponding to the four resistances: armour, fire resistance, poison resistance and mental resistance. A source of damage (e.g. a spell or weapon) has always at least one of the four damage types assigned, but can have more than one. Normal weapons will always have damage type physical, whereas poisoned weapons will have damage type physical and poison, and so on. Damage is resolved separately for each of these damage types.
  • Damage Range
    A damage source will also have a damage range for each damage type it deals. This is an interval of two numbers, the first being the lower boundary, the second the upper. It determines how much damage can be minimally and maximally dealt. The notation for a damage source is as follows:
 damage source name (damage type (damage range), ...)
 Examples:
 
 longsword (physical 2-10)
 poisoned dagger (physical 1-4, poison 2-6)
 fireball (fire 5-20)
In close combat the characters Melee Damage is added to the physical damage range of his damage source (whatever he is attacking with), respectively raising the upper and lower boundary of the interval by his Melee Damage value. The ranged combat equivalent is the property Ranged Damage, which is added to the physical damage range of the wielded damage source.
  • Damage Calculation
    Damage is calculated in the following way: First a random number within the damage source’s damage range is generated. This is the attackers damage dealt. From this number the defendants appropriate resistance is subtracted. The result is the nett damage taken.
  • Wounds
    For every point of damage taken the character receives a wound. In the default scenario, the character loses as many health points as she has received wounds. This counts for physical wounds, poison wounds, fire wounds and magical wounds. However, this will not always be the case.
    Every source of damage will have an attribute wound resolvement. If this is set to normal, wounds are subtracted from the characters health as described above: number of health points lost = number of wounds.
    However, if wound resolvement is not set to normal, the default procedure is not applied and instead the procedure described in the wound resolvement attribute is used. This will often occur with damage type magical. With spells, magic items, etc. that are not meant to inflict actual damage on the character the procedure of damage calculation determines whether a spell has affected a character. The wound resolvement of such damage sources will read something similar to “for every x (damage type) wounds taken the character will be affected in the following way: ...”. This is not restricted to magical damage, though, and every damage type may have a way of resolving wounds different to the default.
 Example:
 
 Your character (parry 25, armour 3, poison resistance 6) is attacked by a poisonous
 snake (attack 15). First the snake has to hit the character. The random number generated 
 by the engine would have to be 40 or lower (15 attack + 50 - 25 parry) in order for the 
 snake to hit. Supposed the snake’s attack succeeds, the snake now deals damage. The snake’s 
 bite is fairly harmless, but the poison is very strong (physical 1-6, poison 2-12). Assuming
 the random numbers determined are 4 and 9, the character takes 1 physical wound (4 physical 
 damage - 3 armour) as well as 3 poison wounds (9 poison damage - 6 poison resistance).
 The snake’s weapon resolvement reads "for every poison wound the character will be unconscious 
 for one round": Your character loses one health point and is unconscious for 3 rounds.