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Makensha
2009-06-24, 01:05 PM
Acies is a table top combat system attempting to be easy to pick up and play while having a fair amount of depth and customization. It is currently in the works. Right now, I am asking that people would critic this early version.

Acies currently weighs in at 34 pages, but most of that deals with the various classes and their skill trees. The combat explanation is actually only about a page. I particularly want to know if someone can read the combat section and understand how combat works. It makes sense to me, but then I wrote it.

If there is some better way to post Acies, please tell me.

http://host-a.net/Makensha/Acies.pdf/link.png (http://host-a.net/Makensha/Acies.pdf)

Combat section below

Combat

Turn order, or Initiative, is determined by all characters rolling a D20. The GM rolls a D20 for each Non-Player Character or Faction (depending on battle scale) that he represents on the battlefield. Whoever rolls the highest number takes their turn first. The second highest number takes their turn second, etc.

A turn consists of two actions. Each of these actions is chosen by the player whose character’s is currently taking their turn. There are three possible actions that may be taken. An action may be taken twice if the requirements for that action are met. Unless by GM ruling or in special circumstances, there are always only two actions in a turn. They are: Move, Combat, and Circumstantial.

Move: A character may move however many spaces his character’s Move stat allows per action. The default character movement per action is 3. There are certain abilities that can increase or decrease the Move stat, but there is no way to change your Move by stat points.

Combat: Combat is made of several subcategories that all achieve the same goal. That is to change the tide of a battle in your faction’s favor. This includes attacking, abilities, and spells of ever type.

Attack is the standard damage form that every class has. The only cost to attack is an action. While the damage from attack is minimal for some classes, other classes thrive off of Attack. To attack, a player must be within the character’s weapon range. The player will select a target and roll a D20, adding their Offense stat to the roll. The target will roll a D20, and add their Defense to the roll. Depending on what numbers come from both of these rolls, different outcomes can occur.
If the attacker rolls a higher number, the target takes damage equal to the Damage stat of the attacker, minus whatever mitigation the target has.
If the target rolls an equal or higher number, the attack is considered a miss, dodge, block, etc.
If the attacker rolls a number within their Crit Range and that number is higher than the target’s roll, the target takes Critical Damage.
If the attacker rolls number within their Crit Range but the number is equal or lower than the target’s roll, normal damage is taken.
If the target rolls a number within their Crit Range and that number is higher than the attacker’s roll, the target counters, causing normal damage.
If the target rolls a number within their Crit Range but that number is still lower than the attacker’s roll, the attack is considered a miss, dodge, block, etc.
If both the attacker and target roll a number within their Crit range, than whatever number is higher will choose whether the attack successfully hit’s as Critical Damage, or if the attacker is countered by the target.

Damage takes away a character’s health. When a character’s health hits 0 or below, the character dies, and will either return to life at the end of the fight, or must be resurrected, depending on the GM’s choice.


Each character has a Crit Range. If a D20 is rolled and, without any Offense or Defense modifiers, is rolled within that Crit Chance, a critical effect occurs. Different abilities and spells cause different Critical Effects, so a dice should be rolled every time an ability is used. What happens for normal Crits is shown above, which is 2XNormal Damage. The Crit Chance is by default 20. However, there are ways to lower the Crit Chance.

Crit Chance is shown by a single stat number. This number shows the lowest possible number to crit. The highest number to crit will always be 20. So someone with a 17 Crit Chance will crit anywhere between 17 and 20.

Abilities are varied in use. They are generally more beneficial than standard attacking in certain situations. Some cost Mana. The ability may not be to damage, and if the ability is targeted at a friendly unit, the ability automatically works unless something is keeping it from working. An offensive ability requires an attack and defense roll unless stated otherwise.

DamnedIrishman
2009-06-24, 06:39 PM
If the combat explanation is only a few paragraphs, why not just post the combat explanation?

Makensha
2009-06-24, 08:17 PM
Sometimes the obvious just doesn't come to mind at first. Ends up the entire thing is about a page long, so I put it in a spoiler. Thanks.