Combat is an essential element to the roleplaying game experience. It is the source of the exciting action scenes and often yields the amazing feats for which Worlde of Legends™ heroic adventurers are known. A balanced FRPG game will have a good mix of roleplay and combat, allowing players to learn more about their adventure character’s personality and have a great time engaging the enemy in combat.
Combat encounters are defined as “any encounter which has a high potential of leading to physical or majikal combat”. There are many different situations in a combat encounter and almost as many ways to deal with them. Sometimes whipping out a sword and swinging it around is not the best way to handle things. On the other hand, sometimes it is.
Sometimes it is better to try to talk your way through a situation. This may lead to both parties agreeing to leave each other alone and go their separate ways. More often than not, depending on your Game Master, it still leads to physical combat. GM's should always at least allow the adventuring group to attempt to talk their way through a situation if they choose to.
Other times it is better to simply run away. Dead adventurers are not fun to play and do not contribute much to the rest of the party. If the adventuring party is greatly outnumbered or outclassed, it may truly be better to flee. They can always return to the caverns to make another attempt at getting that valuable artifact when they have gained more experience (and health points).
Other options include surveying the situation and setting up a trap or ambush or using tactics such as sneaking in after dark or avoiding the encounter completely. Options such as these usually still lead to physical combat but take more planning and can be more fun that just charging in and hacking and slashing everything to bits.
Each combat encounter is divided into rounds of gameplay which are FIVE (5) game time (not real time) seconds each. Everything an adventure character does during combat, takes place during these combat rounds. Each round is divided into ten, one-half-second segments.
A character may only perform one action per segment (with the exception of free actions) and only has as many actions allowed by his/her Encounter Action Maneuvers (EAM). A combat encounter will always utilize one or more combat rounds.
Six (6) combat rounds equates to one sequence or half-minute of game time while twelve (12) combat rounds equates to one Turn or minute of game time.
An Adventurer can only make a certain number of attacks with his/her weapon per combat round. The number of attacks which can be made is determined by the Weapon Action Maneuvers identified for each level of Weapons Mastery for the weapon being used.
If a weapon (including hands for those who practice Týnj'Naz) is used to make an action maneuver with intent to attack a foe, the maneuver is considered to be a Weapon Action Maneuver (WAM). Each adventurer has a specified number of WAM he/she may use in each combat round as determined by his/her mastery level/rank and the type of weapon being used.
Defending against attacks (parry) or using a weapon to perform mundane actions (such as cutting a rope with a sword) are not considered weapon actions.
Attacking the enemy is likely the most popular part of combat and is therefore the most important. A successful attack is based on a roll of a d20. The lower the roll, the more likely chance to hit successfully. I know, I know, now you have to buy dice that roll low (or figure out where you put the dice that kept making you fumble in the other games you play!)
Attack rolls are modified by an adventurer's Attack Roll Modifier (ARM). This number represents an adventurer's raw ability to see the target, maneuver the weapon, and successfully hit the target.
Adventurers have separate ARM scores for melee weapons and missile weapons since each of those require slightly different skill sets to be able to attack and enemy and successfully hit them doing damage.
When attacking an enemy, roll a d20 (the lower the better); and subtract your adjusted ARM from the number rolled on the d20. This tells you what Defense Factor you hit. The number on the die is referred to as the "natural" roll, and the number rolled minus ARM is referred to as the "modified" roll.
Yes, you read that correctly. In Worlde of Legends™, the goal is to roll LOW. Yes, we realize that makes all of your “charmed” dice, that you currently use, practically useless. We apologize for that. At least now you have a use for all those dice that you don’t use because they roll too low.
Here is an example of an attack roll: You have a modified ARM of 8. You roll a natural 9 on d20. When you subtract your modified ARM from the die roll, you hit Defense Factor 1. Your GameMaster will tell you if that is a successful hit or a miss. It’s that simple.
Each weapon in the WoL™ game system has the potential to do one of four different damage ranges depending on what class of armor is being worn.
Those wearing no armor take the most damage while those wearing the most armor take the least damage. That sword or cudgel is not going to be as effective if there is a piece of leather or metal between it and the target.
When a successful attack is made, the attacker rolls damage dice which are appropriate for his/her weapon. Some GameMasters may utilize the optional Armor Class rule where damage varies depending on the type of armor the target is wearing.
There are several types of damage including mundane damage, weapon damage, and majikal damage.
Sometimes during combat, an adventurer is "in the zone". Dodges are perfect. Parries ring sharp, steel against steel. Attacks land truer than true doing critical damage. Yes, Critical Hits definitely do happen in Worlde of Legends™.
A critical hit occurs when the player rolls a natural 1 on his attack roll. If a player rolls a natural 1, he must then roll a d12 and consult the Critical Hit Damage chart to determine the amount of damage done to the enemy. The critical hit damage ranges from double the rolled damage to double max weapon damage to reducing the target to 1 health point.
Other times, things don't go so well. Dodges are off balance, parries keep missing, and fumbling attacks don't even come close. Sometimes you might even hit a comrade instead of an enemy. Epic Fumbles are definitely present in Worlde of Legends™.
An Epic Fumble (often called an epic miss or a critical miss) occurs when the player rolls a natural 20. Epic Fumble effects range from tripping over one's own feet to hitting a companion to hitting one's self. If a player fumbles on a called shot, it has no additional effect other than that listed on the Epic Fumble chart unless the GM chooses to add something.
Worlde of Legends™ utilizes the Maximum Weapon Damage Bonus (MWDB) Rule which states that no weapon may ever have a damage bonus that exceeds the maximum natural damage for the weapon. The only exception to the Maximum Weapon Damage Bonus (MWDB) rule is when the adventurer makes a Critical Hit at which time Critical Hit damage rules supercede all other damage rules.
Worlde of Legends™ helps you build epic, legendary Adventurers. The MWDB Rule helps keep the game balanced yet still allows you to be the powerful bad*** Adventurer you want to be.
Backstabs are attacks which are made from behind the target without their knowledge, usually in a sensitive area of the body. The target does not see it coming, even peripherally.
Due to the nature of the type of attack, backstab attacks receive ARM and damage bonuses based on the adventurer's Experience Level (XL). The Maximum Weapon Damage Bonus (MWDB) Rule applies to backstab bonuses.
Some skills, abilities, and majik items/effects require an adventure character to "touch" another person or creature. When this occurs, the act of "touching" should be treated as an attack. However, it is handled slightly differently from standard attacks. Unless skin has to be touched, armor does not play a role in defense against a "touch". Also, the attributes which aid an adventurer in successfully doing damage with hand held weapons or missile weapons do not necessarily support the success of the attacker's "touch".
For touch attacks, all defending persons/creatures have a Defense Factor of 10, and all attackers use their BASE ARM as their attack roll modifier.
Inevitably, an Adventurer who is engaged in combat must not only land some good blows but also defend against blows from the enemy. Natural ability to dodge, skill to parry, and armor have an impact on how effectively a character is able to defend against enemy attacks.
An Adventurer's natural defenses are represented by his/her Defense Factor which is modified dependent on the Armor Class for the armor he/she is wearing. Armor makes it more difficult for the various attacks to actually get through to the soft skin and do real harm. As you can see, both a character's Defense Factor and Armor Defense Adjustment are very important during a combat situation.
Each Adventurer has a Defense Factor which determines how easy or difficult it is to hit them with a weapon and inflict damage. It represents an adventurers ability to dodge blows and (with the help of his/her armor) turn damage causing blows into harmless blows. An adventurer's Defense Factor is exhibited by a number of 12 or less, where lower numbers represent better (harder to hit) defense factors and higher numbers represent undesirable (easier to hit) defense factors.
An Adventurer modifies his/her defense factor appropriately for the type of armor he/she is wearing since it contributes greatly to preventing damage.
Worlde of Legends™ Adventurers dodge blows often. It is an integrated part of the WoL™ Combat System. When an enemy attempts to hit an Adventurer but misses, usually one of three things has happened: the enemy just had poor aim, the enemy hit but not significantly enough to cause damage, or the Adventurer dodged the blow.
If an Adventurer is without a weapon and has no choice but to dodge blows, he/she may do so. Each successful enemy hit can be dodged only if the Adventurer makes a successful Agility Attribute check on 2d12 with a 4 point penalty for melee weapons and a 6 point penalty for missile weapons. Rolling the modified Agility or less successfully dodges the attack.
An adventure character may attempt to defend him/herself by parrying successful enemy hits. A weapon parry can only be done with a weapon (including weapon forms as with the Týnj'Naz Weapon Block) and uses as many Weapon Attack Maneuvers (WAM) as would normally be used to attack with the weapon.
In order to parry, an Adventurer must call the parry to the GameMaster as soon as the successful attack is made. Then the Adventurer must make an attack roll with his current weapon's HARM against the enemy's successful hit.
To successfully parry, the adventurer's attack roll (in this case a defense roll), modified by HARM, must be equal to or less than the successful hit roll of the attacker.
In the game, initiative is representative of how long it took the adventurer to make preparations and be in "ready" mode during each combat round.. This preparation time before ready mode may include drawing weapons, setting a fighting stance, mentally focusing on the task at hand, determining a course of action, and more.
At the start of each combat round, initiative must be determined for each adventurer and each foe. The GM should announce "Roll initiative."
Since there are 10 segments in each round, this is done by each player rolling d10 for his/her adventurer and the GM rolling d10 for each foe.
The number rolled on the d10 determines when the participant has initiative and may begin to use his/her EAM/WAM. The lower the number, the sooner an adventurer has initiative.
Following is the normal sequence of events in a Worlde of Legends™ combat encounter. These events should occur every round during the encounter.
1. Determine initiative for all participants (roll d10).
2. Actions are taken in order of initiative (Negatives, Zeros, then Segments 1-10).
3. Combat Round Ends.