Post by Scorchys on Oct 24, 2018 18:24:26 GMT -5
PvP & PvE
The server has aspects of both PvP and PvE when it comes to events, questing, and exploring the world in general. This is done to ensure a balance of casual encounters that don’t need careful rolls or detailed combat writing and the intricate writing involved in an important PvP battle.
PvE combat is the standard system used in NWN, generally used against NPC.
PvE is one of the two major methods for acquiring character EXP. On the other hand, PvP combat uses a specific dice-fighting system that is based on each character’s level, ability scores, unique powers, and similar effects.
The basics of PvP come in the form of using rolls for defensive, offensive, and supplementary actions. This is done by rolling individual ability scores with a 1d20 and then adding levels and other bonuses that apply to the actions in question.
Calculating HP, SP & MP
Characters have three separate pools that measure their abilities, something that must be calculated before any fights actually initiate. These pools are distributed into Hit Points (HP), Stamina Points (SP), and Mana Points (MP).
1. Hit Points (HP): HP measures a character's pain tolerance, i.e., how much punishment they can take before collapsing or dying.
- Calculation: HP Total = Level + CON MOD + Bonus HP
2. Stamina Points (SP): SP measures a character's physical stamina, i.e., how long they can perform physically. It is used to supplement physical techniques that don't use magic but rely on skill, mobility, and body control.
- Calculation: SP Total = Level + Two Highest between STR/DEX/CON + Bonus SP
3. Mana Points (MP): MP measures an individual's spiritual energy that fuels their mystical affinity. It acts as the fuel allowing them to cast spells through training and focus.
- Calculation: MP Total = Level + Two Highest between WIS/INT/CHA + Bonus MP
Example
Example Character: Eldon
- Level: 5
- CON MOD: 3 (Constitution Modifier)
- STR: 4 (Strength)
- DEX: 2 (Dexterity)
- WIS: 6 (Wisdom)
- INT: 3 (Intelligence)
- CHA: 1 (Charisma)
- Bonus HP: 10
- Bonus SP: 5
- Bonus MP: 7
Calculations:
- Hit Points (HP): HP Total = 5 (Level) + 3 (CON MOD) + 10 (Bonus HP) = 18 HP
- Stamina Points (SP): SP Total = 5 (Level) + 4 (STR) + 3 (CON MOD) + 5 (Bonus SP) = 17 SP
- Mana Points (MP): MP Total = 5 (Level) + 6 (WIS) + 3 (INT) + 7 (Bonus MP) = 21 MP
Should a character be restored back from 0 in any of these pools, they have this status nullified but are considered "Fatigued" suffering a -5 to all non-damage/healing rolls until the end of their next turn.
Initiating Combat
Before any combat initiates it must be clarified by all parties involved via OOC that combat initiation has been declared. An initiation roll is done based on this afterward and can be done through a variety of ways. The basic way for this is to a standard initiation roll in the form of: 1d20+Dexterity Modifier+(Level/2, Rounded Down).
Keep in mind that some techniques, powers, and traits allow characters to use other ability scores besides Dexterity in order to initiate combat, but these will always have some form of drawback or cost as per usual.
After initiation has been rolled, characters then hold an order based on highest to lowest, determining whom goes first in the order, this order will remain for the duration of the fight and will only be changed if a special technique, power, or trait alters it. Or, of course, if the battle ends or is escaped and re-initiates afterward.
Actions & Rounds
Characters have what is called "Actions" here, a limiting factor on how many times a character may act in battle. While on their turn, they have only a single Action that they may perform. This can be an attack, activating a technique, an escape attempt, or any other action which lists itself as such.
While it isn't their turn, during the combat round characters also have a single special action that they may take on any other character's turn known as a "Reaction". What can be done with this is incredibly limited, but allows a character to generally attempt to defend for another should they fail to do so themselves, or attack an enemy in reaction to something that they do. A character only has one reaction every combat round, restored at the end of their turn.
Defense of any sort has no limitation actions, you may perform them to protect yourself as many times as you need to. You may perform a technique as a defensive action but only if it buffs your defense roll, HP, DR, or debuffs an incoming attack roll. It cannot deal damage or enact general debuffs and AoE effects, etc.
A "Round" is always considered the period of combat from the start of your turn to the end of your next turn. As such if a technique or power is activated with a "one round" duration, it will last until the end of your next turn.
Attack & Defense
Strength, Dexterity, Intelligence, and Charisma have a way to grant both basic offensive and defensive capabilities, however, each ability has their own strengths and weaknesses and this is due to the techniques that can be performed with each ability. Some techniques are "Unblockable", and others are "Undodgeable". All actions are considered either one of these two.
Now, when it comes to clashes using these abilities the math is fairly simple. Characters will announce their actions before all rolls they perform. All offensive and defensive actions are done through: 1d20+Ability Modifier+(Level/2, Rounded Down).
During this clash, the higher total on these rolls is the winner. Should the defender win, then they suffer no repercussions unless it is a special effect from a technique, power, or trait that allows an effect to bypass the target's successful defense in some way.
On the other hand, should the attack win, then they will deal a set amount of damage based on their character level, and their base attributes should they be high enough to alter the base damage of the attack.
Keep in mind that as per usual, techniques, powers, and traits can all change the bonuses, damage, effects, and so forth of any and all actions.
Always round down. If a specific rule, technique, power, or trait does not explicitly state how a roll, check, or other form of math in combat is to be rounded then you are to always round downward.
Base Damage Chart
Level 1-5: 1d4
Level 6-10: 1d6
Level 11-20:1d8
Level 21-30:1d10
Level 31-39:2d6
Level 40:3d6
Critical Hits: When a character rolls a natural 20 on their attack roll, and "Critical Failures" are when a character rolls a natural 1 on their attack roll. Critical Hits allow the attack to double its Base Damage Roll [ie. The character rolls a Critical Hit, then rolls a 6 (1d8) with a +2 Strength bonus. The damage final would be (6x2)+2= 14. NOT (6+2)x2= 16.] Similarly, a Critical Failure halves the base damage roll. [ie. The character rolls a Critical Failure, then rolls a 6 (1d8) with a +2 Strength bonus. The damage final would be (6/2)+2= 5, NOT (6+2)/2= 4.]
Finally, just as there are forms of damage so too are there forms of damage reduction (or DR). Damage Reduction is always considered a per hit system, meaning if a target with DR is hit they have that damage lowered by their current DR total. For details on what grants a character DR see the abilities rules, as well as rules pertaining to techniques, powers, and traits found here.
Buffing & Debuffing
First we must explain what these two terms mean by this site's definition.
Now with that explained, we can move on to how stacking these things works on our site. First, it's important to note that no matter what, all effects will stack on our server and site here. But there are some limits on how they stack depending on certain simple variables.
Passives: First, any effect that is gained via a passive bonus such as from base ability scores, racial abilities, traits, powers or unique items has a cap equal to your (Character Tierx2) TP invested into a single effect. (ie. A T2 Character that has 1 Traits and 1 Passive Power has a total of 20 TP to use on passive buffs. He may have +1 Atk Rolls (4 TP), +1 to Def Rolls (4 TP), +4 Physical Damage (4 TP), +2 Str Rolls (4 TP), +2 Dex Rolls (4 TP).) As none of these effects are individually worth more than 4 TP, they acquire them all and all stack without further math.) In short, as long as the TP investment does not go beyond this cap for the single TP Effect, things stack fully for passives.
Actives: Now, for actives things are a bit different but still fairly simple. Actives have nothing to do with TP investment and instead follow the two original definitions found above with the simple rule: Highest active buff is always a full buff. Any further buffs are then considered half-buffs, and have their effects similarly, halved. This applies to stacking debuffs as well as buffs. (ie. A character has a passive +1 atk/def, +2 str/dex. They then activate a technique granting them +4 dex, and their friend buffs them again granting them +3 dex. The character now has +1 atk/def, +2 str, and +7 dex (not +9 dex). Due to the final +3 dex buff being active, and the weakest buff, it is halved rounded down to +1 instead.)
Technique/Power DC's
When a technique, attack, power or ability has an effect such as a barrier, binding or stun they require that a character meet or beat the character's "DC" in order to escape the effect. The DC for any of these abilities is based on the parent stat of the user, their level, and any extra bonuses they may have. All characters base DC is always: 8 + Ability Modifier + 1/2 Level (rounded down) + Other Bonuses.
Maiming & Death
Perma-killing and death are incredibly rare outcomes of fights. This can only happen in very limited times, such as when a character is in an death-enabled event and has suffered from bad rolls. As well, though rare, it is possible that characters that constantly break laws and can't handle the backlash of communities may be killed by DM's depending on how it is roleplayed.
With this out of the way, there is no such limitations when it comes to characters being rendered unconscious, or maimed. Maiming holds a fairly significant drawback, as none but the most overwhelmingly powerful healers can restore maimed areas of the body and in doing so requires SCC and DM witnessing such with an extensive mystic ritual. As such powers that grant regeneration are going to face their own stigma and mysticism in roleplay, as it is often viewed as being "demon-blooded".
Another PC can only maim another character once per fight. Players are trusted to find a realistic reason that the character would stop in their actions beyond this, and is often a way for the characters to somehow "not die" from the fight to the death. (ie. The character would wish to kill the other, so they bring their blade down to decapitate the character. Thinking they did so, instead that character is maimed at the throat and barely survives.)
Escaping Combat
In order to escape a combat scenario, a character must roll in order to do so. Escaping has a variety of methods that make it workable, and can be anything from releasing an attack to force an opponent back before escaping to simply running away. In general this is a standard escape roll in the form of: 1d20+Dexterity or 1d20+Strength Modifier.
This would be something simple, such as bulldozing past or through an opponent to escape, or slipping away and making a run for it at top speed and has no other effects beyond attempting to escape in question. Attempting to stop this is then a similar roll of the character's own.
Note that some techniques, powers, and traits can allow a character to escape by actually attacking a target, using another ability besides Dex or Str, and so forth. These will always have costs as per usual.
Stealth & Detection
Stealth is simple and requires an action to enter in combat. If it is entered outside of combat successfully, then a character is automatically placed at the end of any initiative order that they join in return for remaining undetected. When a character enters stealth, any creature in the same area gets a free automatic opportunity to try and detect them. If they fail, they must spend their entire action (and have a believable reason to do so) to try again.
Stealth: 1d20+Dexterity+(Level/2, rounded down).
Detection: 1d20+Intelligence or Wisdom+(Level/2, rounded down).
Should a character successfully enter stealth against a target, they are unable to be targeted by anything but True AoE's. On their turn they may choose to break their stealth in order to utilize a Sneak Attack. In order to re-enter stealth afterward, a character must spend their entire action once more to enter stealth again.
Sneak Attack: +3 to Attack Rolls and +2 to Crit Range for all attacks made this turn.
The server has aspects of both PvP and PvE when it comes to events, questing, and exploring the world in general. This is done to ensure a balance of casual encounters that don’t need careful rolls or detailed combat writing and the intricate writing involved in an important PvP battle.
PvE combat is the standard system used in NWN, generally used against NPC.
PvE is one of the two major methods for acquiring character EXP. On the other hand, PvP combat uses a specific dice-fighting system that is based on each character’s level, ability scores, unique powers, and similar effects.
The basics of PvP come in the form of using rolls for defensive, offensive, and supplementary actions. This is done by rolling individual ability scores with a 1d20 and then adding levels and other bonuses that apply to the actions in question.
Calculating HP, SP & MP
Characters have three separate pools that measure their abilities, something that must be calculated before any fights actually initiate. These pools are distributed into Hit Points (HP), Stamina Points (SP), and Mana Points (MP).
1. Hit Points (HP): HP measures a character's pain tolerance, i.e., how much punishment they can take before collapsing or dying.
- Calculation: HP Total = Level + CON MOD + Bonus HP
2. Stamina Points (SP): SP measures a character's physical stamina, i.e., how long they can perform physically. It is used to supplement physical techniques that don't use magic but rely on skill, mobility, and body control.
- Calculation: SP Total = Level + Two Highest between STR/DEX/CON + Bonus SP
3. Mana Points (MP): MP measures an individual's spiritual energy that fuels their mystical affinity. It acts as the fuel allowing them to cast spells through training and focus.
- Calculation: MP Total = Level + Two Highest between WIS/INT/CHA + Bonus MP
Example
Example Character: Eldon
- Level: 5
- CON MOD: 3 (Constitution Modifier)
- STR: 4 (Strength)
- DEX: 2 (Dexterity)
- WIS: 6 (Wisdom)
- INT: 3 (Intelligence)
- CHA: 1 (Charisma)
- Bonus HP: 10
- Bonus SP: 5
- Bonus MP: 7
Calculations:
- Hit Points (HP): HP Total = 5 (Level) + 3 (CON MOD) + 10 (Bonus HP) = 18 HP
- Stamina Points (SP): SP Total = 5 (Level) + 4 (STR) + 3 (CON MOD) + 5 (Bonus SP) = 17 SP
- Mana Points (MP): MP Total = 5 (Level) + 6 (WIS) + 3 (INT) + 7 (Bonus MP) = 21 MP
Should a character be restored back from 0 in any of these pools, they have this status nullified but are considered "Fatigued" suffering a -5 to all non-damage/healing rolls until the end of their next turn.
- 0 HP: Unconcious.
- 0 SP: Suffer the "Bind" effect.
- 0 MP: Suffers the "Stun" effect.
Initiating Combat
Before any combat initiates it must be clarified by all parties involved via OOC that combat initiation has been declared. An initiation roll is done based on this afterward and can be done through a variety of ways. The basic way for this is to a standard initiation roll in the form of: 1d20+Dexterity Modifier+(Level/2, Rounded Down).
Keep in mind that some techniques, powers, and traits allow characters to use other ability scores besides Dexterity in order to initiate combat, but these will always have some form of drawback or cost as per usual.
After initiation has been rolled, characters then hold an order based on highest to lowest, determining whom goes first in the order, this order will remain for the duration of the fight and will only be changed if a special technique, power, or trait alters it. Or, of course, if the battle ends or is escaped and re-initiates afterward.
Actions & Rounds
Characters have what is called "Actions" here, a limiting factor on how many times a character may act in battle. While on their turn, they have only a single Action that they may perform. This can be an attack, activating a technique, an escape attempt, or any other action which lists itself as such.
While it isn't their turn, during the combat round characters also have a single special action that they may take on any other character's turn known as a "Reaction". What can be done with this is incredibly limited, but allows a character to generally attempt to defend for another should they fail to do so themselves, or attack an enemy in reaction to something that they do. A character only has one reaction every combat round, restored at the end of their turn.
Defense of any sort has no limitation actions, you may perform them to protect yourself as many times as you need to. You may perform a technique as a defensive action but only if it buffs your defense roll, HP, DR, or debuffs an incoming attack roll. It cannot deal damage or enact general debuffs and AoE effects, etc.
A "Round" is always considered the period of combat from the start of your turn to the end of your next turn. As such if a technique or power is activated with a "one round" duration, it will last until the end of your next turn.
Attack & Defense
Strength, Dexterity, Intelligence, and Charisma have a way to grant both basic offensive and defensive capabilities, however, each ability has their own strengths and weaknesses and this is due to the techniques that can be performed with each ability. Some techniques are "Unblockable", and others are "Undodgeable". All actions are considered either one of these two.
- Strength: Action to perform a physical attack, or block using this ability.
- Dexterity: Action to perform a physical attack, or dodge using this ability.
- Intelligence/Charisma: Action to perform a mystical attack, or block using this ability.
Now, when it comes to clashes using these abilities the math is fairly simple. Characters will announce their actions before all rolls they perform. All offensive and defensive actions are done through: 1d20+Ability Modifier+(Level/2, Rounded Down).
During this clash, the higher total on these rolls is the winner. Should the defender win, then they suffer no repercussions unless it is a special effect from a technique, power, or trait that allows an effect to bypass the target's successful defense in some way.
On the other hand, should the attack win, then they will deal a set amount of damage based on their character level, and their base attributes should they be high enough to alter the base damage of the attack.
Keep in mind that as per usual, techniques, powers, and traits can all change the bonuses, damage, effects, and so forth of any and all actions.
Always round down. If a specific rule, technique, power, or trait does not explicitly state how a roll, check, or other form of math in combat is to be rounded then you are to always round downward.
Base Damage Chart
Level 1-5: 1d4
Level 6-10: 1d6
Level 11-20:1d8
Level 21-30:1d10
Level 31-39:2d6
Level 40:3d6
Critical Hits: When a character rolls a natural 20 on their attack roll, and "Critical Failures" are when a character rolls a natural 1 on their attack roll. Critical Hits allow the attack to double its Base Damage Roll [ie. The character rolls a Critical Hit, then rolls a 6 (1d8) with a +2 Strength bonus. The damage final would be (6x2)+2= 14. NOT (6+2)x2= 16.] Similarly, a Critical Failure halves the base damage roll. [ie. The character rolls a Critical Failure, then rolls a 6 (1d8) with a +2 Strength bonus. The damage final would be (6/2)+2= 5, NOT (6+2)/2= 4.]
Finally, just as there are forms of damage so too are there forms of damage reduction (or DR). Damage Reduction is always considered a per hit system, meaning if a target with DR is hit they have that damage lowered by their current DR total. For details on what grants a character DR see the abilities rules, as well as rules pertaining to techniques, powers, and traits found here.
Buffing & Debuffing
First we must explain what these two terms mean by this site's definition.
- Buff: Something that positively affects the user in some direct way. This could be regeneration, bonuses to atk, def, damage rolls, or temporary hitpoints, etc.
- Debuff: Something that negatively affects creatures other than the user in some direct way. This could be double healing, DoT, stuns, negatives to atk or def, etc.
Now with that explained, we can move on to how stacking these things works on our site. First, it's important to note that no matter what, all effects will stack on our server and site here. But there are some limits on how they stack depending on certain simple variables.
Passives: First, any effect that is gained via a passive bonus such as from base ability scores, racial abilities, traits, powers or unique items has a cap equal to your (Character Tierx2) TP invested into a single effect. (ie. A T2 Character that has 1 Traits and 1 Passive Power has a total of 20 TP to use on passive buffs. He may have +1 Atk Rolls (4 TP), +1 to Def Rolls (4 TP), +4 Physical Damage (4 TP), +2 Str Rolls (4 TP), +2 Dex Rolls (4 TP).) As none of these effects are individually worth more than 4 TP, they acquire them all and all stack without further math.) In short, as long as the TP investment does not go beyond this cap for the single TP Effect, things stack fully for passives.
Actives: Now, for actives things are a bit different but still fairly simple. Actives have nothing to do with TP investment and instead follow the two original definitions found above with the simple rule: Highest active buff is always a full buff. Any further buffs are then considered half-buffs, and have their effects similarly, halved. This applies to stacking debuffs as well as buffs. (ie. A character has a passive +1 atk/def, +2 str/dex. They then activate a technique granting them +4 dex, and their friend buffs them again granting them +3 dex. The character now has +1 atk/def, +2 str, and +7 dex (not +9 dex). Due to the final +3 dex buff being active, and the weakest buff, it is halved rounded down to +1 instead.)
Technique/Power DC's
When a technique, attack, power or ability has an effect such as a barrier, binding or stun they require that a character meet or beat the character's "DC" in order to escape the effect. The DC for any of these abilities is based on the parent stat of the user, their level, and any extra bonuses they may have. All characters base DC is always: 8 + Ability Modifier + 1/2 Level (rounded down) + Other Bonuses.
Maiming & Death
Perma-killing and death are incredibly rare outcomes of fights. This can only happen in very limited times, such as when a character is in an death-enabled event and has suffered from bad rolls. As well, though rare, it is possible that characters that constantly break laws and can't handle the backlash of communities may be killed by DM's depending on how it is roleplayed.
With this out of the way, there is no such limitations when it comes to characters being rendered unconscious, or maimed. Maiming holds a fairly significant drawback, as none but the most overwhelmingly powerful healers can restore maimed areas of the body and in doing so requires SCC and DM witnessing such with an extensive mystic ritual. As such powers that grant regeneration are going to face their own stigma and mysticism in roleplay, as it is often viewed as being "demon-blooded".
Another PC can only maim another character once per fight. Players are trusted to find a realistic reason that the character would stop in their actions beyond this, and is often a way for the characters to somehow "not die" from the fight to the death. (ie. The character would wish to kill the other, so they bring their blade down to decapitate the character. Thinking they did so, instead that character is maimed at the throat and barely survives.)
Escaping Combat
In order to escape a combat scenario, a character must roll in order to do so. Escaping has a variety of methods that make it workable, and can be anything from releasing an attack to force an opponent back before escaping to simply running away. In general this is a standard escape roll in the form of: 1d20+Dexterity or 1d20+Strength Modifier.
This would be something simple, such as bulldozing past or through an opponent to escape, or slipping away and making a run for it at top speed and has no other effects beyond attempting to escape in question. Attempting to stop this is then a similar roll of the character's own.
Note that some techniques, powers, and traits can allow a character to escape by actually attacking a target, using another ability besides Dex or Str, and so forth. These will always have costs as per usual.
Stealth & Detection
Stealth is simple and requires an action to enter in combat. If it is entered outside of combat successfully, then a character is automatically placed at the end of any initiative order that they join in return for remaining undetected. When a character enters stealth, any creature in the same area gets a free automatic opportunity to try and detect them. If they fail, they must spend their entire action (and have a believable reason to do so) to try again.
Stealth: 1d20+Dexterity+(Level/2, rounded down).
Detection: 1d20+Intelligence or Wisdom+(Level/2, rounded down).
Should a character successfully enter stealth against a target, they are unable to be targeted by anything but True AoE's. On their turn they may choose to break their stealth in order to utilize a Sneak Attack. In order to re-enter stealth afterward, a character must spend their entire action once more to enter stealth again.
Sneak Attack: +3 to Attack Rolls and +2 to Crit Range for all attacks made this turn.