Legacies of Veridocia: The Dark Dominion

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World Synopsis

} Combat Mechanics ~

Character Compendium

 

Movement

Turns and Marking

(Actions)

Items and Inventory

Friendships

Levelling and Promotion

Statistics and Status

Paid Services

During combat, there are several actions that can be taken. The core actions are basically the same as you will have come to expect from the Shining Force games:

·       Attack

·       Magic

·       Item

o  Use

o  Give

o  Equip

o  Drop

·       Stay

 

These actions can all be done either with a standard movement, or specified as part of marking a target. You can mark enemies and specify to attack them, cast a spell on them, or use an offensive item against them. You can mark an ally to cast healing or support magic on them, or use curative items on them.

The majority of the above actions will end your turn. Only Equip and Drop are considered free. If using a Mark, you can specify a change in equipment or dropping of an item as part of your move, as well as your main action.

 

Attacking Mechanics

When you choose to attack, there are several calculations that occur to determine the outcome. Here is the full sequence:

1.   Roll to hit: A d100 is rolled and compared against the target’s EVA score. If higher, you hit. If equal or lower, you miss.

2.   Roll to crit: A d100 is rolled and added to your own CRT score. If 100 or less, normal damage is done. If 101 or more, your attack does critical damage.

3.   Roll to determine 2nd attack: A d100 is rolled and added to your own DBL score. If 100 or less, there is no second attack. If 101 or more, you strike twice.

4.   Roll to hit again: A d100 is rolled and compared against the target’s EVA score. If higher, you hit. If equal or lower, you miss. The damage of the second attack does 50% damage.

5.   Roll to crit again: A d100 is rolled and added to your own CRT score. If 100 or less, normal damage is done. If 101 or more, your attack does critical damage.

6.   Roll to determine counter attack: A d100 is rolled and compared to the target’s CNR score. If higher, the turn ends. If equal or lower, a counter attack occurs.

7.   Roll to counter hit: A d100 is rolled and added to your own EVA score. If 100 or less, you are hit by the counter. If 101 or more, you avoid the counter. Counters do 75% damage.

8.   Roll to counter crit: A d100 is rolled and compared against the target’s CRT score. If higher, the counter does normal counter damage. If equal or lower, the counter is a critical hit.

That’s a lot of d100s. But you won’t have to roll them all. I’ve created a Chaos Roller that generates 100 random variant roll combinations. You will only need to roll a single d100, and the roller will do the rest. YOU HAVE TO ROLL THEM ALL BECAUSE YOU MUST SUFFERRRRRRRR!!!!!!!!!

 

Damage is calculated through multiple factors. The starting value is always:

(Attacker’s ATT – Defender’s DEF)

We’ll call that value Dbase. Below is the full damage formula, followed by what each multiplier represents:

Dfinal = Dbase x T x V x L x A x C x E x W x F

Dfinal is the damage that is actually dealt by the attack.

T is the type of attack, whether it’s a first, second or counter attack. First attacks deal 100% damage, second attacks deal 50% damage, and counters deal 75% damage.

V is the damage variance, an inherent randomiser applied to every attack. It always reduces damage, but it can be made smaller by the High Damage weapon trait. For every attack you make, you’ll be asked to roll a single damage variance die. The default is a d26, but High Damage weapons lower the size of this die, effectively raising the minimum damage you can do, and the new die size be given in the weapon information.

L is the Land Effect. Rougher terrain has larger numbers, and has a larger reducing effect on Dfinal. See the Movement section for specific values.

A is the Agility factor applied to slower attackers striking faster enemies. The larger the agility gap, the greater reduction this applies to Dfinal.

C is the Critical factor. It increases the damage if a critical hit is scored.

E is the Elemental Affinity Factor. Some weapons deal an elemental damage component on normal attacks, so this factor is a combination of the attackers and defender’s affinity of the specific element. For instance, let’s say someone wields a fire sword against a zombie. The hero has +10 fire affinity, and the zombie has -20. The hero’s fire affinity boosts damage by 10%, and the zombie’s weakness to it further boosts it by an additional 20%.

W is the Weapon Level Factor. As you gain weapon levels you gain 10% bonus damage per level.

F is the Friendship Factor. This modifier is only ever positive, but is only active if you are attacking and you stand next to a friend that grants an ATT bonus, or if you are being attacked and standing next to a friend that grants a DEF bonus.