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Thread: Suikoden 2d10 system [Work in progress]

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    Default Re: Suikoden 2d10 system [Work in progress]

    Combat

    The Order of Combat
    A typical combat encounter is a clash between two sides, a flurry of swings, feints, parries, footwork, and chanting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about six seconds in the game world. During a round, each participant in a battle takes a turn. The order of the turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

    Surprise
    A band of heroes sneaks up on a bandit camp, springing from the trees to attack them. A Holly Boy sneaks through the plains, unnoticed by the adventurers until the creature slams one of them. In these situations, one side of the battle gains surprise over the other.

    The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM decides who is surprised. Any character or monster that doesn't notice a threat is surprised at the start of the encounter.

    If you're surprised, you can't take an action on your first turn of the combat. A member of a group can be surprised even if the other members aren't.

    Initiative
    Initiative determines the order of turns during combat. When combat starts, every participant makes a initiative check, 2d6+25 plus relevant modifiers, to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

    The DM ranks the combatants in order from the one with the highest initiative check total to the one with the lowest. This order (called the initiative order) in which they act during each round. The imitative order remains the same from round to round.

    If a tie occurs, the DM decides the order tied DM-controled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters roll d10 to determine the order, highest rolling goes first.

    Your Turn
    On your turn, you can take one action. The most common actions you can take are described in the “Actions in Combat” section. You can forgo taking an action or doing anything at all on your turn. If you can't decide what to do on your turn, consider taking the defend action, as described in “actions in Combat.”

    Other Activity on Your Turn
    You turn can include a variety of flourishes that do not require your action. You can communicate however you are able, brief utterances and gestures, as you take your turn.

    You can also interact with one object or feature of the environment for free, during you're action. For example, you could open a door as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

    If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their description.

    The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

    Counterattack
    A counter attack is an instant response to a failed weapon attack roll missed within the opponents counter attack ranks, which can occur on your turn or on someone ease's. If the counter attack interrupts another creature's turn, that creature can continue its turn right after the reaction. For example an attack of 8 that fails to hit a target of 9 would trigger a counter attack if the opponent has at least one rank in Counterattack. A counterattack can't trigger a counterattack.

    Repel
    A Repel is an instant response to a successful weapon attack roll hit within the opponents counter attack ranks, which can occur on your turn or on someone ease's. If the repel interrupts another creature's turn, that creature can continue its turn right after the reaction. For example an attack of 12 that hits a target of 8 would trigger a repel if the opponent has at least four ranks in Repel.

    Movement and Position
    In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. Your movement can include jumping, climbing, and swimming. These different mods of movement can be combined with walking, or they can be your entire move.

    The combat grid is made up of four columns, each with three rows. Each opposed side gets two columns, one front and one back. The two opponents front columns are near reach other with the back columns on either side, both ally columns touching. Attacking out of a weapons reach will apply the Overreach penalty for that attack.

    Actions in Combat
    When you take your action on your turn, you can take one of the actions presented here. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make. If any, to determine success or failure.

    Attack

    The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one weapon attack. See the “Making an Attack” section for rules that govern attacks. Certain features, such as the Continual Attack Shard, allow you to make more than one attack with this action.

    Rune

    Rune users have access to abilities, usually spells, and can use them to great effect in combat. A spell has a Chant Time, which specifies a penalty to be applied to initiative. Hitting a caster during chanting causes a disruption, applying a 8 initiative penalty. Using an ability therefore may lower initiative into the negatives and the ability would take more than one turn to use. Any negative initiative is applied as a modifier next turn instead of the abilities chant speed. During subsequent rounds the user may choose to abandon the spell and that mana slot and roll initiative normally. Most spells do have a low enough Chant Time to casting time in one action. Some spells have uses outside of combat.

    Defend

    When you take the Defend action, you focus entirely on avoiding attacks. Until the start of your next turn, any damage received isby 50%.

    Item
    You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you can take the Item action. This action is also useful when you want to interact with more than one object on your turn.

    Switch Position
    When you take the Switch Positions action, you trade your position with an ally. In the case of a downed ally you no trade is made and you share a position. If they recover above 0 HP you are forced to move back to your original square or they can choose to move to that position instead.

    Making an attack

    Whether you're striking with a melee weapon or firing a weapon at range an attack has a simple structure.

    1. Choose a target. Pick a target: a creature, an object, or a location.
    2. Determine modifiers. The DM determines the targets modifiers. In addition, skills, runes, shards, spells, and other effects can apply penalties or bonuses to your roll.
    3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless that attack has rules that specify otherwise or you crit. Some attacks cause special effects in addition to or instead of damage.

    Attack Rolls
    When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll 2d10 and add the appropriate modifiers. If the total of the roll plus modifiers equals or excess the target's evasion, the attack hits.

    Modifiers to the Roll
    When a character makes an attack roll, the two most common modifiers to the roll are accuracy and the target's evasion. Many things will modify this roll. The player should roll all their applicable abilities and any enemy modifiers provided by the DM. If the creatures stats are hidden the DM will apply the appropriate penalties.

    Rolling a 2 or 20
    Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the 2d10 roll for an attack is 20, the attack hits regardless of any modifiers or the target's evasion. In addition, the target is a critical hit, as explained later.

    If the 2d10 roll for an attack is 2, the attack misses regardless of any modifiers or the target's evasion.

    Attack Ranges
    When you make weapon attack, you have a range. Short, Medium, or Long.

    Range
    You can make attacks next to your column without any penalty. Short range weapons are effective at this range. Medium range weapons can attack up to two columns away without penalty. Allowing them to sit in the back if they choose and attack the enemies front column without penalty, but they'd get a penalty to attacking the enemies back column in this position. Long range weapons can attack any column without penalty. If a weapon is used to attack outside of its range the user gains the Overreach penalty for that turn.

    Overreach: -5 weapon accuracy & reduce damage dealt 50%.

    Damage and Healing
    Injury and the rest of death are constant companions of those who explore the world. The thrust of a sword, a well-placed arrow, or a blast of flame from a Fire Bolt spell all have the potential to damage, or even kill, the hardest of creatures.

    Hit Points
    Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. those with fewer hit points are more fragile.

    A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

    Whenever a creature takes damage, that damage is subtract from its hit points. The loss of hit points has no effect on a character's capabilities until the creature drops to 0 hit points.

    Damage Rolls
    Each weapon, spell, and harmful ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Weapons, special abilities, and other factors can grant a bonus to damage.

    When attacking with a weapon, you add your Damage skill. A spell tells you which dice to roll for damage and whether to add any modifiers.

    If a spell or other effect deals damage to more than one target at the same time roll the damage once for all of them.

    Critical hits
    When you score a critical hit, you deal the maximum possible damage against the target. For example, if you score a critical hit that would normally deal 1d4 damage deal the maximum 4 damage, rather than 1d4, and then add the relevant modifiers such as Damage or Heavy Damage.

    Damage Types
    Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage reductions, rely on the types.

    Healing
    Unless it results in death, damage isn't permanent. Rest can restore a creature's hit points and mana, and magical methods such as water spells or food items can remove damage.

    When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum so any hit points regained in excess of this number are lost. For example, a magician grants a slasher 4 hit points of healing. If the slasher has 4 current hit points and a maximum of 6, the ranger regains 2 hit points, not 8.

    A creature that has 0 hit points can't regain hit points by normal means until battle is over, which restores them to 1 hp, or an ability such as Mother Ocean has restored its hit points.

    Dropping to 0 hit points.
    When you drop to 0 hit points, you either die outright or gain the faint condition. When you return above 0 hp, usually from battle ending, you regain consciousness.

    Conditions
    Berserk: Weapon damage dealt is raises 50%.
    Boost: Weapon damage dealt raises by 100%. Once Boost is finished, the user takes half the damage inflicted during Boost.
    Freeze: Weapon damage received increases by 25%.
    Hyper: Magic damage dealt is raised 50%
    Invulnerable: Become invincible to opponents, but cannot perform actions.
    Panic: Movements are chosen at random. Magic Points are not used.
    Regeneration: Regenerate HP every six seconds.
    Balloon: A balloon is attached to the character's head. Three balloons will remove the character from battle
    Bucket: Accuracy is reduced by 50%
    Unfriendly: Cannot participate in Unite attacks
    Unbalance: Cannot attack or use magic. Using items is allowed, however.
    Paralysis: Cannot take any action in battle
    Poison: Lose HP every six seconds.
    Rust: Weapon level drops. Last applied shard becomes inactive.
    Shrink: Damage dealt reduced by 50%
    Silence: Unable to cast spells
    Sleep: Unable to take any action in battle. If physically attacked, damage taken is doubled. Character wakes up after taking damage
    Target: All enemies will attack the victim.
    Faint: Cannot take any action in battle. May die.

    Notes to Philemonite
    I made a suggestion to initiative. Instead of everyone subtracting their initiative from thirty, I had spells subtract from initiative count. A higher number is generally better and this keeps to the theme. High initiative is good and less math needs to happen. The numbers might need some work though.

    All 50% increases and decreases are additive. A 50% increase in damage is canceled by a 50% decrease. Also, I'm trying to use % in blocks of 25 (mostly 50) to make all the math simpler. In truth, I'd rather not use % at all. Maybe once the math settles we can use numbers instead.

    The penalty for attacking out of your weapons reach seems really harsh? Maybe consider dropping it to 50% damage? It'll miss often and when it does hit it'll do very little damage? I'd also consider lowering the penalties to make the extend range shards less enticing. Those shards could be considered +5 accuracy and +400% damage in a lot of cases. Very tempting.
    Last edited by Elbeyon; 2016-03-08 at 11:20 AM.