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obsidian:officers-chess:rulebook [2023/03/02 09:10]
willowlark
obsidian:officers-chess:rulebook [2023/03/19 09:32] (current)
willowlark
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 |**Defense**   |Defense is a unit’s physical resistance. It reduces the amount of Martial Damage the unit takes.                                                                                                                                  | |**Defense**   |Defense is a unit’s physical resistance. It reduces the amount of Martial Damage the unit takes.                                                                                                                                  |
 |**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       ^Description                                                                                                                                    ^
 +|**Agility**|Agility is used when determining when who gets to follow up and contributes to Evasion. Agility is ''%%Speed + Weight%%'' of the current weapon|
 +|**Avoid**  |Avoid is ''%%Agility + Terrain Bonuses%%'' if the unit has any. A unit attacking this unit has it’s Hit reduced by this unit’s Evasion.        |
 +|**Hit**    |Hit is calculated as ''%%70 + Dex + Weapon Hit - Target's Evasion%%''. This is the number a unit must roll under to hit with a given weapon.   |
  
 ===== 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       ^Description                                                                                                                                     ^ ^Property       ^Description                                                                                                                                     ^
 |**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**      |A Unit can only use this weapon if it has proficiency in the type of Weapon at or above this Rating.                                            |
 |**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**        |A Weapon’s hit is typically a penalty to a Unit’s Hit when using the weapon. It’s a multiple of 5 and typically negative.                       |
 |**Tags**       |Weapons can provide a Unit with tags that give them unique mechanics, defined in the Tags section.                                              | |**Tags**       |Weapons can provide a Unit with tags that give them unique mechanics, defined in the Tags section.                                              |
 |**Range**      |Weapons will list a range in number of tiles. Some weapons have fixed number, others have a range.                                              | |**Range**      |Weapons will list a range in number of tiles. Some weapons have fixed number, others have a range.                                              |
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 ^Tile Terrain   ^Move^DR^Avo^Vein?^Special                                                   ^ ^Tile Terrain   ^Move^DR^Avo^Vein?^Special                                                   ^
-|Woods          |2   |- |+|                                                              | +|Mountain       |2   |+1|-  |                                                              | 
-|Pillar         |2   |- |+|                                                              | +|Woods          |2   |- |+5 |                                                              | 
-|Thicket        |2   |- |+|                                                              | +|Woods          |2   |- |+5 |                                                              | 
-|Fog            |2   |- |+|Yes  |                                                          | +|Pillar         |2   |- |+|                                                              | 
-|Fort           |2   |+2|+1 |     |At start of turn on this tile, **Heal(10)**               |+|Thicket        |2   |- |+|                                                              | 
 +|Fog            |2   |- |+|Yes  |                                                          | 
 +|Fort           |2   |+2|+5 |     |At start of turn on this tile, **Heal(10)**               | 
 +|Protection Tile|  |+2|+5 |     |At start of turn on this tile, **Heal(10)**               |
 |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   |+2|+1 |     |At start of turn on this tile, **Heal(10)**               | 
 |Gate/Door      |-   |- |-  |     |Deal 15 Damage to destroy and make Floor, or use **Pick**.| |Gate/Door      |-   |- |-  |     |Deal 15 Damage to destroy and make Floor, or use **Pick**.|
-|Water          |1   |- |-|Yes  |                                                          |+|Water          |1   |- |-|Yes  |                                                          |
 |Stone Pillars  |2   |+2|-  |Yes  |                                                          | |Stone Pillars  |2   |+2|-  |Yes  |                                                          |
 |Vines          |2   |- |-  |Yes  |                                                          | |Vines          |2   |- |-  |Yes  |                                                          |
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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 the Hit Target number for the Weapon**. 
-    * [[Rulebook#The Weapon Triangle|The Weapon Triangle]] increases or decreases Dex ratings when in positive or negative match up respectively.+    * Hit is ''%%70 + Dex + Weapon's Hit%%''Dex ratings are converted to to numeric bonus per the below table. 
 +    * Subtract the target’s Avoid. Avoid is ''%%Speed + Weapon Weight%%''. Speed is converted to a numeric value per the same table as Dex.
     * 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 (1d100must 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 to hit.
   * 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     ^F ^E^D^B ^C ^A ^S ^ 
- +|Dex Speed|-5|0|5|10|15|20|25|
-^Dex  ^//F//  ^E      ^D     ^C     ^B     ^A     ^//S// +
-|//F//|//60// |//50// |//40//|//30//|//20//|//10//|//10//| +
-|E    |//70// |60     |50    |50    |40    |30    |//20//| +
-|D    |//80// |70     |60    |60    |50    |40    |//30//| +
-|C    |//90// |80     |80    |60    |50    |50    |//40//| +
-|B    |//100//|90     |80    |70    |60    |50    |//40//| +
-|A    |//100//|100    |90    |80    |70    |60    |//50//| +
-|//S//|//100//|//100//|//90//|//90//|//80//|//70//|//60//+
- +
-//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#The Weapon Triangle|The Weapon Triangle]] increases or decrease damage dealt by 1 in positive/negative match ups respectively.+    * On a Critical hit, double the Damage. This should be applied last.
     * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit standing on certain tiles.     * The [[Rulebook#Terrain Table|Terrain Table]] modifies the Defense and Resistance of a Unit standing on certain tiles.
     * 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#The Weapon Triangle|The Weapon Triangle]], the enemy unit will gain the [[Rulebook#Breaking|Broken Status.]]     * If the attacker had advantage from the [[Rulebook#The Weapon Triangle|The Weapon Triangle]], the enemy unit will gain the [[Rulebook#Breaking|Broken Status.]]
 +
 +^Rating          ^F^D^E^C^B^A^S^
 +|Base Damage     |3|4|5|6|7|8|9|
 +|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/Dexterity ^-1 Damage/Dexterity+|Arts  |Tomes, Daggers, Bows|
-|Swords|Axes                |Lances             +
-|Lances|Swords              |Axes               +
-|Axes  |Lances              |Swords             +
-|Arts  |Tomes, Daggers, Bows|                   | +
- +
-== Breaking ==+
  
 When a unit attacks with advantage on the Weapon Triangle and deals damage, the [[Rulebook#Status Effects|Break Status Effect]] is applied to the target. They immediately lose their ability to counter attack in the current combat, and cannot counter attack in the next one they’re involved in. When a unit attacks with advantage on the Weapon Triangle and deals damage, the [[Rulebook#Status Effects|Break Status Effect]] is applied to the target. They immediately lose their ability to counter attack in the current combat, and cannot counter attack in the next one they’re involved in.
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 ===== Class Tags ===== ===== Class Tags =====
  
-^Tag         ^Description                                                                                                         +^Tag         ^Description                                                                                                                                         
-|**Armor**   |This unit cannot be Broken.                                                                                         +|**Armor**   |This unit cannot be Broken.                                                                                                                         
-|**Backup**  |If an allied unit attacks a unit this unit could attack, that ally deals extra damage.                            | +|**Backup**  |If an allied unit attacks a unit this unit could attack, that ally deals extra damage. This only applies once per combat                        
-|**Built**   |When using a weapon with a negative Weight, decrease the penalty by one(EX -2 -> -1)                              +|**Canto**   |After taking it’s action, this unit can move up to 2 tiles before ending it’s turn. (Terrain still applies.)                                        
-|**Canto**   |After taking it’s action, this unit can move up to 2 tiles before ending it’s turn. (Terrain still applies.)        +|**Cavalry** |This unit gains one additional tile of movement.                                                                                                    
-|**Cavalry** |This unit gains one additional tile of movement.                                                                    +|**Covert**  |Double Terrain bonuses for this unit.                                                                                                               
-|**Covert**  |Double Terrain bonuses for this unit                                                                                +|**Dragon**                                                                                                                                                    
-|**Dragon**                                                                                                                    +|**Flying**  |Unit ignores all Terrain Bonus and Penalties.                                                                                                       
-|**Flying**  |Unit ignores all Terrain Bonus and Penalties.                                                                       +|**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**          |When using this weapon the unit will never get a Follow Up attack, even if it is faster.                                                   | |**Complex**          |When using this weapon the unit will never get a Follow Up attack, even if it is faster.                                                   |
 |**Consumable(X)**    |The item can be used X times before it is removed from the unit’s inventory for the rest of the battle.                                    | |**Consumable(X)**    |The item can be used X times before it is removed from the unit’s inventory for the rest of the battle.                                    |
 +|**Cursed(Rating-X)** |When this weapon is equipped, reduce Rating by X.                                                                                          |
 |**Deadly(X)**        |Unit scores a critical hit when their roll to Hit is less than X. This effect stacks if a Class and Weapon both provide it.                | |**Deadly(X)**        |Unit scores a critical hit when their roll to Hit is less than X. This effect stacks if a Class and Weapon both provide it.                |
 |**Drain**            |Recover HP equal to half of the damage dealt.                                                                                              | |**Drain**            |Recover HP equal to half of the damage dealt.                                                                                              |
-|**Effective(tag)**   |Attacks against units with the noted tag do extra Damage.                                                                                |+|**Effective(tag)**   |Attacks against units with the noted tag do extra Damage.                                                                                |
 |**Enchanted**        |Attacks with this Weapon are considered Magic attacks rather than Martial.                                                                 | |**Enchanted**        |Attacks with this Weapon are considered Magic attacks rather than Martial.                                                                 |
 |**Exclusive(Class)** |Can only be used by the tagged Class.                                                                                                      | |**Exclusive(Class)** |Can only be used by the tagged Class.                                                                                                      |
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 |**Entrap**       |Move target enemy to an adjacent tile.                                                                       | |**Entrap**       |Move target enemy to an adjacent tile.                                                                       |
 |**Freeze**       |Target cannot move on it’s next turn. It may take any other actions.                                         | |**Freeze**       |Target cannot move on it’s next turn. It may take any other actions.                                         |
-|**Heal(X)**      |Heal the Target for X Damage.                                                                                |+|**Heal(X)**      |Heal the Target for X+Mag Damage.                                                                            |
 |**Rescue**       |Move Target to a tile adjacent to User.                                                                      | |**Rescue**       |Move Target to a tile adjacent to User.                                                                      |
 |**Restore**      |Remove any Status Effect tags from Unit.                                                                     | |**Restore**      |Remove any Status Effect tags from Unit.                                                                     |
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 |**Torch(X)**     |Reveal X tiles around the User in Fog of War.                                                                | |**Torch(X)**     |Reveal X tiles around the User in Fog of War.                                                                |
 |**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**         |Move target allied unit to an unoccupied tile within range.                                                  |+|**Warp**         |Move target adjacent allied unit to an unoccupied tile within range.                                         |
  
 ===== Status Effects ===== ===== Status Effects =====