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obsidian:officers-chess:rulebook [2023/03/02 09:09] willowlark |
obsidian:officers-chess:rulebook [2023/03/19 09:32] (current) willowlark |
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|**Defense** | |**Defense** | ||
|**Resistance**|Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks. | |**Resistance**|Resistance is a units magical defense. It reduces the amount of Damage taken from Magic attacks. | ||
+ | |||
+ | ==== Combat Stats ==== | ||
+ | |||
+ | These are derived statistics that come from classes, weapons, and sometimes even the Terrain. On Foundry these values can be found on the weapon entry. | ||
+ | |||
+ | ^Stat | ||
+ | |**Agility**|Agility is used when determining when who gets to follow up and contributes to Evasion. Agility is '' | ||
+ | |**Avoid** | ||
+ | |**Hit** | ||
===== Items ===== | ===== Items ===== | ||
Units can carry multiple types of item in their Inventory. Weapons allow a Unit to fight enemies or assist allied Units. Accessories are Items that provide a benefit to the Unit as long as the Unit carries them in their Inventory. Consumables are Items that can be used in some way for a limited number of times. | Units can carry multiple types of item in their Inventory. Weapons allow a Unit to fight enemies or assist allied Units. Accessories are Items that provide a benefit to the Unit as long as the Unit carries them in their Inventory. Consumables are Items that can be used in some way for a limited number of times. | ||
- | |||
- | All Items share a **Weight** property. Weight decreases the Speed rating of a Unit while using that weapon by up to two ratings. | ||
==== Weapons ==== | ==== Weapons ==== | ||
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^Property | ^Property | ||
|**Weapon Type**|The Type of the Weapon. Each Class can only use certain types of Weapon. | |**Weapon Type**|The Type of the Weapon. Each Class can only use certain types of Weapon. | ||
+ | |**Level** | ||
|**Damage Type**|Weapons do either Martial or Magic damage when used. Which type determines which of the Target’s stats reduces the Damage taken from the weapon.| | |**Damage Type**|Weapons do either Martial or Magic damage when used. Which type determines which of the Target’s stats reduces the Damage taken from the weapon.| | ||
|**Might (Mt)** |Might is effectiveness of the weapon in combat. It is added to a Unit’s strength to calculate Damage. | |**Might (Mt)** |Might is effectiveness of the weapon in combat. It is added to a Unit’s strength to calculate Damage. | ||
+ | |**Weight (Wt)**|Weight reduces a unit’s Agility while wielding the weapon, and by proxy their Evasion. Weight is either 0, -5, or -10. | | ||
+ | |**Hit** | ||
|**Tags** | |**Tags** | ||
|**Range** | |**Range** | ||
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^Tile Terrain | ^Tile Terrain | ||
- | |Woods | + | |Mountain |
- | |Pillar | + | |Woods |
- | |Thicket | + | |Woods |
- | |Fog |2 |- |+1 |Yes | | | + | |Pillar |
- | |Fort | + | |Thicket |
+ | |Fog |2 |- |+5 |Yes | | | ||
+ | |Fort | ||
+ | |Protection Tile|1 |+2|+5 | ||
|Heal Tile |1 |- |- |Yes |At start of turn on this tile, **Heal(10)** | |Heal Tile |1 |- |- |Yes |At start of turn on this tile, **Heal(10)** | ||
- | |Protection Tile|1 | ||
|Gate/ | |Gate/ | ||
- | |Water | + | |Water |
|Stone Pillars | |Stone Pillars | ||
|Vines | |Vines | ||
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* First, **confirm the Target is in range** of the Attacker’s Weapon. | * First, **confirm the Target is in range** of the Attacker’s Weapon. | ||
- | * Next, **Include all Modifiers to the Attacker’s Dex**. | + | * Next, **Calculate |
- | * [[Rulebook# | + | * Hit is '' |
+ | * Subtract the target’s Avoid. Avoid is '' | ||
* Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. | * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Inaccurate(X)** tag. | ||
- | * Then, **The Attacker rolls on the To Hit Table.** Use the Attacker’s Dex to the Defender’s Avoid (Speed-Weapon Weight) to find the target number. The Roll (1d100) must be equal or less than the target number. | + | * The Target Number is **Hit - Avoid**. The attackers rolls 1d100 which must be equal or less than the target number |
* A Critical Hit is scored when the result is 10 or less. This range is modified by Tags such as **Lucky(X)**. | * A Critical Hit is scored when the result is 10 or less. This range is modified by Tags such as **Lucky(X)**. | ||
- | == To Hit Table == | + | ^Rating |
- | + | |Dex / Speed|-5|0|5|10|15|20|25| | |
- | ^Dex | + | |
- | |//F//|// | + | |
- | |E |//70// |60 | + | |
- | |D |//80// |70 | + | |
- | |C |//90// |80 | + | |
- | |B |// | + | |
- | |A |// | + | |
- | |// | + | |
- | + | ||
- | //Italic Ratings are not standard for any Class: they can only be reached via Modifiers.// | + | |
== Dealing Damage == | == Dealing Damage == | ||
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* First, **Get the Base Damage**. Base Damage for Martial weapons is listed under Str, and Base Damage for Magic weapons is listed under Mag. | * First, **Get the Base Damage**. Base Damage for Martial weapons is listed under Str, and Base Damage for Magic weapons is listed under Mag. | ||
* Next, **Apply add any Damage modifiers that apply.** | * Next, **Apply add any Damage modifiers that apply.** | ||
- | * [[Rulebook# | + | * On a Critical hit, double the Damage. This should be applied last. |
* The [[Rulebook# | * The [[Rulebook# | ||
* Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Effective(X)** tag. | * Tags on the Classes of either combatant or Tags on their Equipped weapons, such as the **Effective(X)** tag. | ||
- | * On a Critical hit, double the Damage. This should be applied last. | ||
* Then, **The defender applies Damage Reduction**. Damage Reduction for Martial weapons is listed under Def, and Damage Reduction for Magic weapons is listed under Res. | * Then, **The defender applies Damage Reduction**. Damage Reduction for Martial weapons is listed under Def, and Damage Reduction for Magic weapons is listed under Res. | ||
* Damage Reduction can from Tags as well. | * Damage Reduction can from Tags as well. | ||
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* Some victory conditions may require you to track how many Units have been routed on either side. | * Some victory conditions may require you to track how many Units have been routed on either side. | ||
* If the attacker had advantage from the [[Rulebook# | * If the attacker had advantage from the [[Rulebook# | ||
+ | |||
+ | ^Rating | ||
+ | |Base Damage | ||
+ | |Damage Reduction|0|1|2|3|4|5|6| | ||
== Counter Attack and Follow Up == | == Counter Attack and Follow Up == | ||
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== The Weapon Triangle == | == The Weapon Triangle == | ||
- | The Weapon triangle represents how certain weapon types have combat advantages or disadvantages when used against certain other weapon types. There is a triangle for melee weapons as well as types of magic. | + | ^Weapon^Effective Against |
- | + | |Swords|Axes | |
- | When using an advantageous weapon against a Target, a Unit will deal one extra point of damage and their Dexterity is treated as one point higher. Likewise, when using a disadvantageous Weapon, the Unit deals one less point of damage and their Dexterity is treated as one point lower. | + | |Lances|Swords |
- | + | |Axes |Lances | |
- | ^Weapon^+1 Damage/ | + | |Arts |Tomes, Daggers, Bows| |
- | |Swords|Axes | + | |
- | |Lances|Swords | + | |
- | |Axes |Lances | + | |
- | |Arts |Tomes, Daggers, Bows| | | + | |
- | + | ||
- | == Breaking == | + | |
When a unit attacks with advantage on the Weapon Triangle and deals damage, the [[Rulebook# | When a unit attacks with advantage on the Weapon Triangle and deals damage, the [[Rulebook# | ||
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===== Class Tags ===== | ===== Class Tags ===== | ||
- | ^Tag | + | ^Tag |
- | |**Armor** | + | |**Armor** |
- | |**Backup** | + | |**Backup** |
- | |**Built** | + | |**Canto** |
- | |**Canto** | + | |**Cavalry** |This unit gains one additional tile of movement. |
- | |**Cavalry** |This unit gains one additional tile of movement. | + | |**Covert** |
- | |**Covert** | + | |**Dragon** |
- | |**Dragon** | + | |**Flying** |
- | |**Flying** | + | |**Mystical**|This unit ignore terrain bonuses when attacking. |
- | |**Mystical**|This unit ignore terrain bonuses when attacking. | + | |**Qi Adept**|When this unit is at full health, it may choose to take the first attack made against an allied unit adjacent to it. This attack’s damage is halved.| |
- | |**Qi Adept**|When this unit is at full health, it may choose to take the first attack made against an allied unit adjacent to it.| | + | |**Slow(X)** |Unit can move X less tiles in a turn. |
- | |**Slow(X)** |Unit can move X less tiles in a turn. | + | |
===== Weapon Tags ===== | ===== Weapon Tags ===== | ||
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|**Complex** | |**Complex** | ||
|**Consumable(X)** | |**Consumable(X)** | ||
+ | |**Cursed(Rating-X)** |When this weapon is equipped, reduce Rating by X. | | ||
|**Deadly(X)** | |**Deadly(X)** | ||
|**Drain** | |**Drain** | ||
- | |**Effective(tag)** | + | |**Effective(tag)** |
|**Enchanted** | |**Enchanted** | ||
|**Exclusive(Class)** |Can only be used by the tagged Class. | |**Exclusive(Class)** |Can only be used by the tagged Class. | ||
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===== Special Action Tags ===== | ===== Special Action Tags ===== | ||
- | Special Action tags each give a Unit access to a Special Action they can use, as defined in [[Original | + | Special Action tags each give a Unit access to a Special Action they can use, as defined in [[Rulebook# |
//Special actions typical come as a benefit of a given Class or are granted by using a Staff.// | //Special actions typical come as a benefit of a given Class or are granted by using a Staff.// | ||
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|**Entrap** | |**Entrap** | ||
|**Freeze** | |**Freeze** | ||
- | |**Heal(X)** | + | |**Heal(X)** |
|**Rescue** | |**Rescue** | ||
|**Restore** | |**Restore** | ||
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|**Torch(X)** | |**Torch(X)** | ||
|**Vein(Terrain)**|Change the terrain of an unoccupied tile within range to the listed type for one round. | |**Vein(Terrain)**|Change the terrain of an unoccupied tile within range to the listed type for one round. | ||
- | |**Warp** | + | |**Warp** |
===== Status Effects ===== | ===== Status Effects ===== |