1: (Destruction) Instead of you having an attack the enemy manages to land a reversal strike upon you – Ending in sudden and severe damage (in some cases, leading to death or loss of turn). On the rare occasions that a 1 is rolled, it should be considered the worst possible outcome for the character; however, one should not die or be mortally wounded without the consent of the player.
2-25: (Enemy Counterstroke) The character may attempt an attack upon the enemy or the enemy may take the opportunity to attack the character, but on both occasions the enemy is able to overpower or counter the character, resulting in minor damage to the character. Unlike the 1, the damage sustained by the enemy is not capable of incapacitation, death, or the removal of the character’s next turn.
26-50: (Enemy Aegis) The character attempts to land a strike upon a single enemy, the character finds the attack nulled in some way. This can usually be answered by a block, parry, dodge, elemental nullification, or other magical force of protection. 26-50 is a “negated roll” meaning that the opponents are unaffected by the attack the person charges with. Unlike the 1 or 2-25, a 26-50 does not result in direct damage to the character.
51-89: (Character Strike) The character makes a successful strike upon the enemy using whatever weaponry or magic that character has at his disposal. The damage done by this roll is determined by the roll’s score. The higher the roll is to 89, the closer it is to instantly killing lesser enemies, the closer it is to 51, the closer it is to staggering them.
90-99: (Character Critical) The character makes a successful strike upon up to two enemies – The strength of the strike is critical in nature, resulting in the instant death of lesser enemies hit in this manner. This is considered a heroic roll, allowing the character to be creative and engaging with the attacks used.
100: (Legend) The ultimate roll. The most powerful attack capable of being performed by a single person. The single greatest character victory that can be achieved during an event. You become a living legend – Embodying the most powerful aspects of those who came before you, unlocking the master potential and greatest attacks available – You devastate the enemy, waves of lesser enemies lie dead from your hand in a single fell swoop, bosses lie critically hit and staggered, and your allies bask in your heroic presence.
During events, players when in combat will be given turns to determine the order of attacks; this order will go down alphabetically giving everyone the ability to take action or pass. Before you make or attempt an attack, you must roll to decide the strength of the potential attack which keeps the encounter both fresh and random. After each set of player turns – The enemy will also be given a chance to perform an action, enemy attacks and strikes will be further discussed later on.
Combat Role-play –
During combat periods, role-play is not secluded to the character on who is attacking – However, emotes declaring attacks or responses to attacks are. This means that characters can offer supporting words, encouragement, banter, or other various forms of discussion while in situations, however, they cannot attack until they are presented with the opportunity.
Enemy Types –
During any encounter – Enemies will appear. The base level strength of these enemies depends on what kind they are. The health and attack power of any enemy depends upon the type.
Lesser Creatures: Lesser Creatures are any creatures that take one successful strike to kill. These creatures will always appear in a “wave” format which will be discussed later. Lesser Creatures are emoted by the character attacking them, giving them the freedom to do with them as they please, depending on their roll. 100 rolls will instantly kill any Lesser Creatures.
Creatures: Creatures are moderate level enemies that will sometimes appear in wave form with other, smaller enemies. Creatures can take two or more hits in order to be successfully defeated. 100 rolls will instantly kill any Creatures.
Greater Creatures: Greater Creatures are mini-boss type encounters which can appear in several ways – Leading groups of Creatures and Lesser Creatures, alone in single combat, or in pairs for extreme encounters. 100 rolls will instantly critically hit and stagger Greater Creatures.
Boss: The most powerful enemy that can be faced – A single Boss lies at the end of most major events. They are the single most powerful entity that commands all of those who are within the encounter. 100 rolls will critically hit, but not stagger a Boss.
Enemy Turns –
Enemy turns depend upon the Dungeon Master. Some make one attack after all characters have had one turn cycle, some incorporate it at random, and some do it after a set number of character turns. There is no single secure way to incorporate this. Here are a few examples of attack types.
Wave Attack: Wave attacks affect all player characters at one time. This usually occurs by allowing all players to roll at once after giving a set number which is the “Defense Limit”.
Single Target: Single target attacks are attack where an enemy picks a target (the way this is done is left to the Dungeon Master) and then rolls. Some Dungeon Masters may allow a character a defense roll, while other Dungeon Masters treat the enemy roll in the same system as character rolls.
Debuff: Similar to the wave attack method – Debuff implies a negative roll buff to the rolls of all characters for a selected number of turns. This method of attack tends to be very rare and should be saved for more powerful enemies or dangerous situations (Buff and Debuff spells cannot bring a player roll to 1 or 100).
Enrage: The enemy enrages – Giving them a roll bonus similar to character buffs for a select number of turns or until the end of the encounter.
Character Spell Effects –
During some combat situations, character spell effects may come into play – These can be complicated if not explained outright, although many of them are simple logic understandings.
Terrain: During an encounter – Landscape may cause some spells to be weaker or stronger. This does not affect rolls directly, but instead affects the role-play element of the encounter.
Buff: A Buff is the use of a character’s turn to improve the rolls of the party for a select number of turns and requires that character to give up their turn in order for it to be used, however, it requires no roll (Buff and Debuff spells cannot bring a player roll to 1 or 100).
Debuff: A Debuff is the use of an enemy’s turn to lower the rolls of the party for a select number of turns and requires the enemy to give up their turn in order for it to be used, however, it requires no roll (Buff and Debuff spells cannot bring a player roll to 1 or 100).
Aura: A rare, passive improvement to a party’s rolls for a select number of turns or until the encounter ends.
Chadel - Ideas
More to be announced as it is produced.
Hey Devons! Great write up here! I've been meaning to write something up similar for just such purpose, but it seems I don't have too anymore! So fantastic job all around, it's very informative and well put together! Much easier than spamming /raid and /party with the same droll each time :P.
I look foreward to seeing what else gets added and what ideas help fill this in, in the future. Perhaps we could bounce some back and forth some time?
I have an idea actually, a limited reserve dice pool. By that i mean..save each character gets a pool of 10 per sessions
character rolls a 48, can add +2 from thier dice pool, Leaving them with 8 (and the roll never exceeding 99). pool resets per session/event.