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Posted: Wed Aug 29, 2007 8:36 pm
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Posted: Wed Aug 29, 2007 10:16 pm
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Overview of Battle Formulas:
A quick overview of the battle stucture of the PfP System.
Attack Vs. Agility:
Attack and Agility are opposites, unexisting with the other. To determine a successful strike at your opponent, a multiplier die will be used to give you a new "Attack" amount. If your new attack is equal to or exceeds your opponents Agility, that would result in a "hit". Below would be considered a miss.
For exampe, your original Attack (plus equiptment mods [which will be explained later]) is divided by three, than multiplied by the number which your multiplier die rolls.
Ex. : Att/3 x Dice roll = New Attack // Ex. in values: [12/3 x 3 =12!]
Power Vs. Defence:
Power and Defence are the same as Attack and Agility. This is used to detemine the amount of damage you will do to your opponent following a slightly different stucture.
Your Power stat plus Eqt. mods are divided by 2 instead.
Ex. : Power/2 x Dice Roll = New Power // Ex. in values: [12/2 x 6 = 36!]
Note: If dividing causes there to be a decimal, simply round down.
The use of dice mods:
In each action to the amount of turns you have, you will only need two dice of the same type [d6 for example]. The first dice on the left of the action is your "Att. Mod", and your second dice is your "Str. Mod".
I know it may look complicated, but it's acutally very easy to use once you get the hang of it. It's just as simple as remembering the left is attack, and the right is strength.
Speed Vs. Speed:
Plain and simple. The player with the higher speed may act first in a battle scene. Also, if one players Speed is twice as high as his opponents, he may have an extra action after that. Three times as high would mean three actions and so on as the numbers get greater.
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