Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Sep 11, 2009 2:20 am 
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Location: Ithaca, NY
Faerie Fire lowers AC and MP. AC (armor class) determines how hard it is to hit somebody.

In D&D (and almost every RPG since) every time you attack, you make a roll (with a 20-sided die, or d20) to see if you'll hit, and a second roll (usually with a different set of dice) to determine your damage. If your enemy has really high AC, then your hit roll would have to be very high to land a hit. That's why low-level enemies generally don't land hits, because at high levels your AC is higher than they can possibly roll.

Example:

Nate attacks Tim, so he rolls a d20 and it comes up 18. Tim's got really good AC and rock-hard abs, though - 19 - so Nate's attack doesn't land. Silly Nate.

In SK, when this happens, there's two possible messages. The first one is simply "you missed" - this comes up when your opponent's overall AC is too high. Individual body parts have independent AC, though - if you're wearing a mithril helmet and cloth leggings, obviously attacks at your leg are going to land more often than attacks at your head (which is why you aim low against centaurs). That's when the "deflection" message appears, when it was the AC of that specific body part that you failed to surpass.

Stuff that changes the outcome of this stuff would be the probability to hit enchantment, the armor spell (raises overall AC), bless (raises to-hit), dexterity (raises to-hit), weapon type (accuracy), and so on.

Dodging, blocking, and parrying are separate functions, however. My understanding of this could be wrong, but: once an attack has passed the AC check (it's going to hit), you then roll to see if you will dodge, another roll for block, and another for parry. Dexterity gives you a bonus to your chance do any of these things. If all of those rolls fail, then the attack lands, and you roll to see how much damage you'll do - which is where MP comes in. MP is for mitigating what happens when an attack has landed, and it works exactly like Sypher described.

Example:

Nate attacks Tim, and rolls a 17. He has a lot of enchantments, good DEX, and an accurate weapon, though, so his roll gets boosted to 30.

Tim has 28 AC, but he's got the armor spell up, so it's 32 - but, crap, he also has faerie fire on him, so it's back down to 28 (these numbers are arbitrary btw), so the initial roll lands.

Tim rolls a 15 for dodge, which gets boosted to 27 because his DEX is maxed out from haste - not enough. He rolls an 18 for parry, but he's using an inaccurate weapon so it only comes up to 25 after bonuses. He rolls a 9 for shield block - no way will that save him. Tim takes the hit.

Nate rolls for damage. Nate's weapon dictates that he rolls 3d8 - three eight-sided dice - and he gets 6, 3, and 8, for a total of 17. He's also he's got lots of enchants, and giant strength, so his STR is maxed, boosting his damage from 17 to 41. Tim's armor has some MP, but he's got faerie fire on him, so Tim takes it up the [REDACTED] for damage.


Hopefully that was helpful. I'd recommend playing D&D sometime - it's amazing how much RPGs since then have borrowed from it. For example, pretty much every game starts you out with 5% chance to crit - this is because critting in D&D occurs when you roll a 20 (unmodified) on your to-hit. You've got a 1/20 chance of that occurring, which is 5%. Plus, there's spells like magic missile and faerie fire and all that jazz in there.


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PostPosted: Fri Sep 11, 2009 6:08 am 
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Joined: Fri Apr 17, 2009 9:50 pm
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It may be easier to suggest that Faerie Fire can affect both your magical protection and your magical protection


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PostPosted: Sat Sep 12, 2009 9:31 am 
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I thought it was Nate that had the abs.


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