Special Combat Mechanics
This is the area where special parts of the combat system will go. For the most part these include rule systems that are exceptions or modifications to the normal rule sets. Most of these rules are here for flavor, or to keep things as fair as possible. I realize that min-maxing is possible with any system however, and as most builds can be min maxed to a rather disgusting end the goal of this section is primarily for balancing. This section will probably receive further additions as time goes on.
Critical Success!
In most systems there is a reward for rolling well, which represents either the random chance of exceptional success or exceptional failure. Because I want to keep this system as rewarding as possible, we're going to ignore that second exceptional case and focus on the first. The system for this will be very simple. If a 10 is rolled, that die is rerolled. The result of that roll is added to the first ten, for a final total that counts as ONE die.
Example:
- Character rolls 4k2
- Results are 10, 2, 5, and 7
- Reroll 10, result 3
- Keep 7, and 13
- Final total 20
As a note, the typical gaming term for this system is called exploding criticals. The reason for this is 10's continue to be rerolled. If by some voodoo shenaniganry, you roll a 10 and it comes up 10 ten times, your result for that die is 100.
Flying, and Hanging from Hookshots
So. This is a rather important area to address, because the idea of kiting(keeping distance and still doing damage) is one that is made all too easy with these tools. To counter balance the issue, Rito and people with hookshots can only drop bombs directly beneath them, they cannot otherwise attack. Obviously, taking flight, using a hookshot to grapple to another location, and maintaining either the grapple of flight will require a move action. After a movement action however, the hookshot will need to recharge and such a movement action cannot be taken for another five turns.
BOMBS!
So. Here's something I know many of you have been waiting for. Bombs are unique in our battle system, as they deal a flat amount of damage. Each bomb deals exactly 15 damage, and hits ANYONE within melee range of the target. Why 15 you might ask? Right now most of the hardest hitting weapons are k3, meaning they keep 3 dice. Bombs are a relatively cheap perk, and 15 is about the median number that an exquisite weapon would deal. This is of course excluding criticals, but for our purposes we're going to assume there's not much skill in throwing an explosive into a melee. AND GUESS WHAT?! This is reflected in how you hit things. Instead of hitting a target with this attack, you hit an area. Subsequently, the target number for attack rolls is only 15. For perspective, this would be the target number for someone with 1 point in defensive combat and poor armor.
Unskilled Rolls
For rolls where players have no skills, they CAN still roll that skill. For instance, someone with no points in defensive combat can still make a defensive move. However, if they roll that skill, they can only roll one die and it cannot critical.
Inspiration
Inspiration is something that is important to cover if points are placed in it, as it can be a huge help to your allies. This is a different sort of roll than just about everything else. For every 5 points you get in your total, you can choose to give either your enemies a -1, or your allies a +1 modifier to all rolls for the rest of combat. If the number is at or above 14, this value cannot be split between both ally and enemy stat modifiers. Only one may be selected. In the case of competitive Inspiration rolls, the higher roll always sticks, and new rolls do not automatically override previous ones.
Disarming
This roll is the only one similar to Inspiration. Presently, disarm mechanics do not exist in the game, but will be added later. On a successful attack attempt, the target is disarmed for one turn. For every ten points over your opponent's defense score that you roll, they cannot use that weapon for one additional turn.
Example:
On a total attack roll of 20 vs a defense score of 10, the opponent would not be able to use the weapon for 2 turns.
Kiting and Fleeing Battle
A special rule about movement, players can only take 5 movement actions in a row before having to take another action. Also, 60ft is the maximum distance you are allowed to be from another player. If you go past that, you flee the battle.
Tennis Mechanics
Tennis is an especially interesting portion of the Battle System, as it does not behave similarly to any other action. Firstly, it must be noted that the defender's use of Tennis is reactionary and takes place entirely within the turn of the caster. After a Tennis 'match', it is the next player's turn. There are also only two types of spells that can be reflected with spells, AoE and Ranged. All others completely ignore this mechanic. To activate Tennis, a caster must miss with one of those two spells. The defender then rolls striking to return the attack. If they miss, the match continues with the spell caster utilizing the casting skill to send the spell back. In this instance, the caster needs no weapon to return the volley. This continues until either someone is hit with the spell, or one player simply allows the spell to miss and does not return it.
Healing Mechanics
To heal, you roll a skill and keep its respective stat. Medicine keeps Intelligence, and Potions keeps Magic.