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Stats, Rolls, & Dice Combat System


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In this thread I'll be covering the stats, what they do to the dot, and how they work alongside our dice system alongside the rules regarding it when trying to engage in combat or other similar actions through dice.

 

Starting with the core of it all - the stats - we have these available to us:

image.png

 

Each of them have their own unique properties. The mechanical maximum of each stat is 30. Let's get into it.

 

Dexterity:

- Increases your ducking speed. (+3% Ducking speed every full DEX point) {caps at +90% Ducking speed at 30 DEX points}

- Increases your unducking speed. (+3% Unducking speed every full DEX point) {caps at +90% Unducking speed at 30 DEX points}

- Increases your crouch walking speed. (+3% Crouch walking speed every full DEX point) {caps at +90% Crouch walking speed at 30 DEX points}

- Increases your jump height. (+1.1% Jump height every full DEX point) {caps at +33% Jump height at 30 DEX points}

- Increases your running speed. (+0.84% Running speed every full DEX point on average) {caps at +25% Running speed at 30 DEX Points} (Broken at the moment, needs fixing)

- Increases your ladder climbing speed. (+3% Ladder climbing speed every full DEX point) {caps at +90% Ladder climbing speed at 30 DEX points}

 

Endurance:

- Increases you maximum HP. (+1.67 HP every full Endurance Point on average) {caps at +50 HP at 30 END points}

 

Stamina:

- Decreases your Stamina usage speed. (-1.67% Stamina usage every full Stamina Point on average) {caps at -50% Stamina usage at 30 STA points}

 

Strength:

- Increases your inventory carry weight. (+0.5kg Carry weight every full Strength Point) {caps at +15kg Carry weight at 30 STR points)

 

Weapons:

- Marginally increases your reloading speed. (WIP)

 

Skinnie Language:

- Influences how well you can read the Skinnie language. (We have a custom script which encrypts the Skinnie language and only those with high enough stats can read it well. The more points you got, the more it gets decrypted)

 


 

The stats also have usage in dice-backed actions. Let's see how so:

 

Dexterity:

- Used to check if you can precisely aim your weapon during an aiming and shooting action.

- Used to check if you can dodge a melee attack.

- Used to check if you can land your melee attack.

- Used for other dexterity related actions.

 

Endurance:

- Used to see if you can endure the shot you just took for a little longer. (Max of three shots)

- Used to check if you can endure a melee attack if you didn't dodge.

Used for other endurance related actions.

 

Stamina:

- Used for stamina related actions.

 

Strength:

- Used to see how strong your melee attack is.

- Used for other strength related actions.

 

Weapons:

- In rare occasions they replace Dexterity for aim precision check. Admin discretionary.

 

Skinnie Language:

- Irrelevant to Dice Combat.

 


 

Let's get into more detail on how the rolls work:

 

image.png

 

These are the rolls you might see every now and then. Let's see the easy to understand ones first.

image.png

 

If you do /roll 1d20, the above will be the output. A standard 20 face dice will be rolled. This could be used in numerous occasions, the amount of dices and amount of faces is determined by an Admin+ in a case-by-case bias.

 

image.png

 

If you do /roll, the above will be the output. The default minimum value is 0. This is a standard roll, and can be used in a many ways or form.

 

image.png

 

If you do /roll 95 100, you're specifying a minimum and a maximum, in this respective order. This can also be used in a variety of situations, the minimum and maximum determined by an Admin+ in a case-by-case bias.

 

image.png

 

If you do /roll STR (could also be STA/DEX/END), the above will be the output. At first glance its a lot, but its easy to understand. The default minimum we have for stat rolls is -50, the maximum is 50. Anything negative in value is a failure. Anything positive in value is a success. The base result is shown first, then the stat is accounted for for the next result, generating the final result.

 

image.png

 

DEX, in particular, has a secret boost modifier that can be boosted by a hidden stat called 'PSI', which only Psychics have. You don't need to worry about this since it is rarely used.

 

image.png

 

Finally, if you do /roll DEX +50, you're specifying a custom modifier to your final result. This can be used to represent an XA approved drug-enhanced performance {IC}, or represent an upper hand you might have in a specific situation over whoever you're engaging. A negative modifier could also represent your perilous state during a certain action that which would affect the action in a 'realistic' sense.

 


 

How the rolls might interact, and other examples:

 

Melee Combat:

Step 1 - There'll be a default /roll from both parties to determine who is the Attacker.

Step 2 - The person who is the Attacker describe their attempted action with a /me.

Step 3 - The person who is attacking then does /roll DEX, if the final result is a negative value, skip to step 6.

Step 4 - The person who is defending then does /roll DEX, if the final result is a negative value, the Defender takes a hit and the Attacker continue as Attacker as we return to step 2.

Step 5 - If both rolls are positive values, a check is had to determines who wins.

Step 6 - If the Attacker won the roll, they /roll STR, otherwise the Defender does a /me of how they dodge, and then we return to step 2 as the Defender becomes the Attacker.

Step 7 - The Defender then rolls /roll END.

Step 8 - The difference determines who wins the action as we return to step 2 with the winner either staying or becoming the Attacker, and vice-versa for Defender.


The first to four total successful hits, wins by K.O.

Modifiers may be employed under XA approval, supervised by an Admin+.

 

Example 1:
 

Spoiler

( Step 1 ) Sgt. Angela Hayashi rolls 99!

( Step 1 ) Pvt. John Doe rolls 5!

( Step 1 ) 99 > 5, therefore Angela won.

( Step 1 ) ** Angela is the Attacker.

( Step 2 ) ** Sgt. Angela Hayashi strides forward with her fists raised, a short-range punch from her right hand jolted forward aimed at John Doe's head - in an attempt to catch him off-guard.
 

( Step 3 ) Sgt. Angela Hayashi rolls DEX: 5, +30 stat = 35!

( Step 3 ) Angela rolled positive, therefore we continue as normal.


( Step 4 ) Pvt. John Doe rolls DEX: 20, +6 stat = 26!

( Step 4 ) John also rolled positive, therefore we continue as normal.

 

( Step 5 ) 35 > 26, therefore Angela won.

( Step 6 ) Since Angela won, she rolls STR to see how powerful her hit is.
( Step 6 ) Sgt. Angela Hayashi rolls STR: 6, +9 stat = 15!

 

( Step 7 ) John rolls END to see if he can tank the hit.

( Step 7 ) Pvt. John Doe rolls END: 4, +10 stat = 14!

 

( Step 8 ) 15 > 14, therefore Angela won.

( Step 8 ) ** Pvt. John Doe is caught off-guard, a quick hit to his jaw! He seems rather dazed, but still in it.
( Step 8 ) ** Angela continues as the Attacker.


 

What'd it look like in chat in a real scenario:
 

Sgt. Angela Hayashi rolls 99!

Pvt. John Doe rolls 5!

** Angela is the Attacker.
** Sgt. Angela Hayashi strides forward with her fists raised, a short-range punch from her right hand jolted forward aimed at John Doe's head - in an attempt to catch him off-guard.
Sgt. Angela Hayashi rolls DEX: 5, +30 stat = 35!

Pvt. John Doe rolls DEX: 20, +6 stat = 26!

Sgt. Angela Hayashi rolls STR: 6, +9 stat = 15!

Pvt. John Doe rolls END: 4, +10 stat = 14!

** Pvt. John Doe is caught off-guard, a quick hit to his jaw! He seems rather dazed, but still in it.
** Angela continues as the Attacker.


 

Example 2:

 

Spoiler

( Step 1 ) Sgt. Angela Hayashi rolls 4!

( Step 1 ) Pvt. John Doe rolls 64!

( Step 1 ) ** John is the Attacker.

 

( Step 2 ) ** Pvt. John Doe, being faster, takes his chance at hitting a quick punch with his right hand aimed at Angela's head!

 

( Step 3 ) Pvt. John Doe rolls DEX: -7, +6 stat = -1!

( Step 3 ) Since John rolled negative, we skip to Step 6.

 

( Step 6 ) Since the Attacker didn't win the roll, Angela explains how she dodges before we continue back to Step 2.

( Step 6 ) ** Sgt. Angela Hayashi, while slower to the draw, she wasn't as slow with her reflexes. A quick lowering of her head under the punch was enough to dodge it.

( Step 6 ) ** Angela is now the Attacker.

 

( Step 2 ) ** Sgt. Angela Hayashi takes the momentum into stride as she goes for a right-handed raising upper cut to John's jaw.

 

( Step 3 ) Sgt. Angela Hayashi rolls DEX: 50, +30 stat = 80!

 

( Step 4 ) Pvt. John Doe rolls DEX: 0, +6 stat = 6!

 

( Step 5 ) 80 > 6, therefore Angela won.

 

( Step 6 ) Sgt. Angela Hayashi rolls STR: 20, +9 stat = 29!
 

( Step 7 ) Pvt. John Doe rolls END: 20, +10 stat = 30!

 

( Step 8 ) 29 < 30, therefore John won.
( Step 8 ) ** Pvt. John Doe takes the uppercut since Angela is simply too fast, but he doesn't seem that affected by it, a firm man on his stride.

( Step 8 ) ** John is now the Attacker.

 

 

What'd it look like in chat in a real scenario:

 

Sgt. Angela Hayashi rolls 4!

Pvt. John Doe rolls 64!

** John is the Attacker.

** Pvt. John Doe, being faster, takes his chance at hitting a quick punch with his right hand aimed at Angela's head!

Pvt. John Doe rolls DEX: -7, +6 stat = -1!

** Sgt. Angela Hayashi, while slower to the draw, wasn't as slow with her reflexes. A quick lowering of her head under the punch was enough to dodge it.

** Angela is now the Attacker.

** Sgt. Angela Hayashi takes the momentum into stride as she goes for a right-handed raising upper cut to John's jaw.

Sgt. Angela Hayashi rolls DEX: 50, +30 stat = 80!

Pvt. John Doe rolls DEX: 0, +6 stat = 6!

Sgt. Angela Hayashi rolls STR: 20, +9 stat = 29!
Pvt. John Doe rolls END: 20, +10 stat = 30!

** Pvt. John Doe takes the uppercut since Angela is simply too fast, but he doesn't seem that affected by it, a firm man on his stride.

** John is now the Attacker.

 

While complex at first glance, it easily boils down once you practice it enough. This can used as a fall back for fair spars where either party don't feel like doing a P2L session and wants to use their stats to their advantage (or disadvantage), or if a melee combat ensues in PvP during a serious situation and the involved prefer to use dice instead of P2L (most cases in a serious situation will be P2L with an Admin overseeing). Remember that this is a guideline. SAs+ reserve the right to adapt the rules to whatever better fits the scenario on a case-by-case bias. If you feel like you were treated unfairly, you can always make an Appeal on the forums where an uninvolved XA will review.

 

 


 

THIS IS NOT YET FINAL AND MIGHT FACE MINOR TO MAJOR OVERHAULS/CHANGES.

 

Still work in progress as of November 11th, 2022.

 

Last revision: November 11th, 2022.

 

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