Difference between revisions of "Attacking"

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====Character Size====
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====Character Size vs Item Size====
  
 
====Multi-Weapon Fighting====
 
====Multi-Weapon Fighting====
  
 
include weapon size modifiers, and so on
 
include weapon size modifiers, and so on

Revision as of 22:06, 13 November 2016

When a character has spent an action and an attack to strike out at a foe, they are said to be Attacking.

To-Hit

At the heart of attacking is the character's ability to hit their foe. To determine this, the character must know one thing immediately - their character's THAC0. This stands for To-Hit Armour Class 0, or the number that Character would need to hit someone with AC 0. A character with THAC0 20 needs to roll 20 to hit AC 0, a character with THAC0 10 needs to only roll 10!

To-Hit Roll

The To-Hit Roll is defined by a straightforward formula - it seems awkward at first due to the fact that AC counts down from 10 by default, but people get used to it.

To determine what AC the character can hit with their attack, roll the following:

thac0 - 1d20 - To-Hit Bonuses + To-Hit Penalties.

Effective thac0

To simplify this matter, a player can quickly adjust their Effective THAC0 and then roll something based on that. This is simplified significantly by using Dice Macro.

For example, a character has a thac0 of 14 and is wielding a +1 Longbow against an enemy who is behind 50% cover (-4 to hit). This means that the To-Hit Roll looks something like this:

14 - 1d20 - 1 + 4

Which simplifies down to:

17 - 1d20.

In short, they have an effective THAC0 of 17.

Making The Roll

When the dice is rolled, if the To-Hit roll comes up with the AC of the target or lower the attack is a hit! To continue the above example, the character with the effective THAC0 of 17 rolls 11, this gives them a To-Hit Roll of 6!

If the target has AC 6 or worse, that'd be a hit! If the target has AC 5 or lower, however, that would miss! Say the target has AC 5 - in their current position they'd need to roll 12 or better to hit the target. On a d20, 12 or more is only a 45% chance. If they move to a place where they are behind the target, they lose the -4 penalty and gain a +2 for a back attack. Their effective THAC0 of 17 becomes 11! Now to hit the target, all they need is 6 or more! Their chance to hit when up from 45% to 75%!

Modifiers

There are many situations and conditions that can modify the ability of an attack to hit.

Item Modifiers

These apply directly to the weapon or ammunition.

Enhancement

Enhancement refers to a bonus or penalty tied to the weapon itself, effectively unchangable. This is usually magical but it could be technological or otherwise. An Enhancement modifier applies to both To-Hit and Damage. The Enhancement modifier of ammunition and ranged weapons stack; thus a +1 Longbow firing +2 Arrows has a +3 To-Hit bonus.

When determining the ability to penetrate Special Defence, the highest Enhancement Modifier across ranged weapon and ammunition is used in Heroic and Epic games. In Traditional Games, only the Enhancement modifier of the ammunition is considered.

If Magical Ammunition is retrieved after successfully hitting a target, its Enhancement bonus decreases by 1, until it becomes 0. Some Ammunition lose all Enhancement bonus immediately on a successful hit. Enhancement penalties are not lost or gained in this manner.

Quality Modifiers

The quality of the weapon and its ammunition will adjust the ability to hit effectively with the weapon. The quality of ammunition and ranged weapons stack; thus a Fine Bow firing Fine Ammo will have a total of +2 to hit whilst a Fine Bow firing Flawed Ammo has a -1 penalty.

Quality Modifiers
Quality Modifier
Flawed -2
Poor -1
Average +0
Fine +1
Exceptional +1

Material Modifiers

The material of the weapon and its ammunition will adjust the ability to hit effectively with the weapon. The material of ammunition and ranged weapons stack; thus a Soft Wood Bow firing Mithral ammo will have a total of +0 to hit whilst a Hard Wood Bow firing the same has a +1 bonus.

Material Modifiers
Metal Modifier
Adamantine +1
Bronze -1
Fine Steel +0
Gold -4
Iron +0
Mithral +1
Silver -2
Steel +0
Wood Modifier
Soft -1
Hard +0
Magical +0
Mineral Modifier
Bone, Antler -1
Rock -1
Flint +0
Obsidian +0

Stat Modifiers

These apply from the character's attributes and proficiencies.

Attribute Modifiers

Strength modifies To-Hit rolls made with Melee and Throwing attacks as well as weapons with the Composite tag. Dexterity modifies To-Hit rolls made with Ranged and Throwing attacks. Strength and Dexterity stack in the above manner. Finesse allows a character to use their Dexterity To-Hit bonus in place of their Strength To-Hit bonus on Melee Attacks but this does not stack with the bonus

Strength Modifiers
Strength Modifier
0 -10
1 -5
2 -3
3 -3
4 -2
5 -2
6 -1
7 -1
8 +0
9 +0
10 m
11 +0
12 +0
13 +0
14 +0
15 +0
16 +0
17 +1
18 +1
18/01-50 +1
18/51-75 +2
18/76-90 +2
18/91-99 +2
18/00 +3
19 +3
20 +3
21 +4
22 +4
23 +5
24 +6
25 +7
Dexterity Modifiers
Dexterity Modifier
0 -10
1 -6
2 -4
3 -3
4 -2
5 -1
6 +0
7 +0
8 +0
9 +0
10 +0
11 +0
12 +0
13 +0
14 +0
15 +0
16 +1
17 +2
18 +2
19 +3
20 +3
21 +4
22 +4
23 +4
24 +5
25 +5


Character Size vs Item Size

Multi-Weapon Fighting

include weapon size modifiers, and so on