Sikeopath
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The Combat System
The combat system is in place to make combat roleplay as fluid as possible without taking away from your player ideas and capabilities. The following will discuss how dice work in combat, how turns work and what you can do during them, weaponry, armor and physical abilities within your moveset!
If you have any questions regarding the system or how it works, please contact The Systems Team via a Discord Ticket.
If you have any questions regarding the system or how it works, please contact The Systems Team via a Discord Ticket.
Dice
There are many different applications for dice on Sonder. This can range from attacking and defending to perceiving and self-composure. This section will cover how the dice work and how they are calculated.Success and Failure
Upon attempting an action, you will be asked to roll a corresponding dice for it. Each Dice you have will roll a D10. If it meets the DC (Dice Check) it will count as a ‘success’ and be marked in green. The normal DC for a success is 6, however it can be raised/lowered to make it more/less difficult to achieve a Success.
For more info, check the Difficulty Class section.
So, let us imagine we are attempting to push a Block and have been asked to roll a Body + Athletics check with 3 successes to pass. In this example, we have 3 points in Body and 2 in Athletics giving us a total of 5 Dice total for that specific check.
By doing /skillroll Body Athletics, here is an example outcome with this scenario:
For more info, check the Difficulty Class section.
So, let us imagine we are attempting to push a Block and have been asked to roll a Body + Athletics check with 3 successes to pass. In this example, we have 3 points in Body and 2 in Athletics giving us a total of 5 Dice total for that specific check.
By doing /skillroll Body Athletics, here is an example outcome with this scenario:
- Player rolled Body + Athletics [9, 7, 6, 5, 2]
- Thee 5 dice will roll a D10 each. If they are above 6, they will be coloured in green and counted as a ‘success’.
- In the above scenario, you can see we rolled above 6 three times and thus 3 of the numbers were marked in Green.
- This means we got 3 successes and succeeded in pushing the block.
Contested Rolls
If you are attempting to perform an action against a target that is resisting, you will contest your action by rolling against each other. Success or Failure on this is determined by the number of successes and failures between the two parties.
For example, let us say we have two individuals in combat. We will say they both have 5 attack and defense dice. The two roll against each other - One to attack & One to defend:
In the case of a tie in successes, the attack wins by 1 Success. So if the attacker rolled [9, 7, 1] and the defender rolled [9, 8, 4], the attacker would win. Similarly, if the attacker rolls [7, 6, 4] and the defender rolls [9, 8, 4], the attacker would still win.
For example, let us say we have two individuals in combat. We will say they both have 5 attack and defense dice. The two roll against each other - One to attack & One to defend:
- Attacker rolled Body + Melee [X, 9, 8, 4, 2]
- Defender rolled Body + Athletics [9, 7, 5, 4, 2]
- In this case, the attacker rolled 4 Successes (Remember, X’s are worth 2 successes!) and the defender rolled 2 Successes. The attacker therefore succeeds
- Using the Damage system deals a Moderate Wound as they had 2 successes over the defender.
In the case of a tie in successes, the attack wins by 1 Success. So if the attacker rolled [9, 7, 1] and the defender rolled [9, 8, 4], the attacker would win. Similarly, if the attacker rolls [7, 6, 4] and the defender rolls [9, 8, 4], the attacker would still win.
Focus Points
Focus Points are something you can purchase on your character skills tab which will attempt to ‘fix’ one of your potential fails into a success.
For example, if we rolled a [9, 7, 5, 5, 2], the Focus Point will attempt to ‘fix’ one of these rolls by adding its value to the highest failure. It would become [9, 7, 6, 5, 2] as the focus adds itself to the 5 changing it to a 6 (becoming blue in the process) giving us an additional success.
However, it is not guaranteed to work. If we roll [9, 7, 3, 3, 2], changing the 3 to a 4 would not grant a success as it would not be a 6, so it does nothing and the roll remains a [9, 7, 3, 3, 2]. You can also have up to two focus points, which allows it to fix rolls 2 under the DC. So while 1 focus might not fix a [9, 7, 4, 4, 2], a second one will change it to a [9, 7, 6, 4, 2].
It is also worth explicitly stating, this will only fix one potential roll. So if you have a focus point and roll a [5, 5, 5], it will only change one roll to a 6 rather than all of them.
In order to actually use your focus, do /skillroll [MainSkill] [SubSkill] true, with the true or false dictating whether a focus is applied or not. If you do not have a focus point applied to a sub-skill and put true anyways, nothing will happen.
For example, if we rolled a [9, 7, 5, 5, 2], the Focus Point will attempt to ‘fix’ one of these rolls by adding its value to the highest failure. It would become [9, 7, 6, 5, 2] as the focus adds itself to the 5 changing it to a 6 (becoming blue in the process) giving us an additional success.
However, it is not guaranteed to work. If we roll [9, 7, 3, 3, 2], changing the 3 to a 4 would not grant a success as it would not be a 6, so it does nothing and the roll remains a [9, 7, 3, 3, 2]. You can also have up to two focus points, which allows it to fix rolls 2 under the DC. So while 1 focus might not fix a [9, 7, 4, 4, 2], a second one will change it to a [9, 7, 6, 4, 2].
It is also worth explicitly stating, this will only fix one potential roll. So if you have a focus point and roll a [5, 5, 5], it will only change one roll to a 6 rather than all of them.
In order to actually use your focus, do /skillroll [MainSkill] [SubSkill] true, with the true or false dictating whether a focus is applied or not. If you do not have a focus point applied to a sub-skill and put true anyways, nothing will happen.
Difficulty Class
Difficulty Class (Or DC for short) is how hard it is for a dice to be counted as a Success. Typically the DC is 6, but it can be raised or lowered by effects such as Advantage or Disadvantage which raise or lower the DC respectively.
- So let us say we rolled a [8, 7, 6, 6, 5, 5, 4, 3]. With a DC of 6, we get 4 successes.
- With a step of advantage, the DC becomes 5 making the roll [8, 7, 6, 6, 5, 5, 4, 3], with the 5’s now being counted as successes.
- Advantage can stack up to 2 times lowering the DC down to 4 to make the roll [8, 7, 6, 6, 5, 5, 4, 3], turning our original 4 successes into 7.
- Disadvantage raises the DC making it harder to succeed, raising the 6 to a 7 hence making the original roll [8, 7, 6, 6, 5, 5, 4, 3] reducing our 4 successes to 2.
- Like advantage, it can also stack up to 2 times making a DC of 8, and changing the roll to [8, 7, 6, 6, 5, 5, 4, 3] for a total of 1 Success.
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