Difference between revisions of "Defending"

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m (Types of AC)
m (Deflection)
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Deflection is ignored when Flatfooted, unless the source of the bonus is attached to the area being targeted - a shield strapped to the back adds its bonus against back attacks whilst called shots against a shielded arm take into account it's bonus, though the character is still Flatfooted otherwise. If a shield has been used up for a round, its bonus to Deflection is lost unless the location it is attached to is attacked as above.
 
Deflection is ignored when Flatfooted, unless the source of the bonus is attached to the area being targeted - a shield strapped to the back adds its bonus against back attacks whilst called shots against a shielded arm take into account it's bonus, though the character is still Flatfooted otherwise. If a shield has been used up for a round, its bonus to Deflection is lost unless the location it is attached to is attacked as above.
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Some forms of Deflection - typically shields - can only be applied a finite number of times in a round. Once these uses are exhausted, the character loses the benefit of the shield. Some proficiencies or equipment may grant additional uses or allow uses with an altered bonus. A character is assumed to use them automatically to attempt to deflect the first attacks they receive in a round - they only do not if a character specifies otherwise but they must do so before the attack roll's result is known.
  
 
If a character has multiple shields in use, they do not stack unless circumstances make it possible - only the one being currently used applies. For instance, a character somehow equipped with two shields could bring them both to bear to gain a +2 bonus, but this costs a use of both.
 
If a character has multiple shields in use, they do not stack unless circumstances make it possible - only the one being currently used applies. For instance, a character somehow equipped with two shields could bring them both to bear to gain a +2 bonus, but this costs a use of both.

Revision as of 12:14, 20 November 2016

When someone makes a direct attempt to an attack their opponent, their target is said to be Defending, even if not technically aware of their opponent.

Armour Class

To determine if a character is hit, they must know their AC. AC stands for Armour Class. A lower AC is better as it means a higher number must be rolled on the dice for the character to be successfully hit. This is based off of a combat system where AC ‘improved’ to 1st Class as being the hardest to dent, but once abstracted to that point, better AC became possible to obtain.

AC modifiers are subtracted from the character's AC. For example, a Character with AC 4 gaining a +1 AC bonus has AC 3. If, instead, they had received a -2 penalty to AC, their AC would be 6.

Modifying Enemy To-Hit

Though this does not alter a character's AC, a character can alter their situation and, thus, alter the To-Hit Modifiers an opponent has to account for.

Types of AC

Armour Class is a mixture of things based on how tough the character is, how responsive they are, what they are wearing and so forth - it is both how hard it is to hit the character and how hard it is to do damage successfully. This is reflected by Base AC, Natural and Equipped Armour, Deflection, Dodge and Protection.

Base AC

Base AC is how hard a character is to hit by default. This is, by default, 10. If a character is both Flatfooted and struck by a Touch attack, this is the value of their AC.

Natural Armour

Many less human races have Natural Armour - thick fur, a scaly hide, a strong carapace. This reflects how hard the character is to hit on their own, with nothing to protect them but their own skin. Natural Armour is defined by the character's Race, though sometimes by spells and abilities. Natural Armour sets the Effective Armour Class to the value listed for the Armour. If something alters the Natural Armour of a character that lacks it, assume their default Natural Armour is 10.

For purposes of determing what Type of Armour Natural Armour has, use the following table.

Natural Armour
AC Value Type
10 None
7 to 9 Light
5 to 6 Medium
1 to 4 Heavy
-3 to 0 Very Heavy
-5 to -4 Impenetrable
-9 to -6 Unbreakable
-10 or lower Untouchable

Lucas, a human, has no natural Armour so. When Flatfooted, their AC is 10 as is.

Meanwhile, Krieger is a Minotaur and his thick hide and strong bones give him an AC 5 by default.

Natural Armour is ignored by Touch Attacks.

Equipped Armour

Equipped Armour reflects armour a character is wearing. Equipped Armour sets the character's sets the Effective Armour Class to the value listed for the Armour.

If Lucas were to wear Chain Mail (AC 5), they would set their AC to 5.

If the character has Natural Armour, however, things become a little more complicated.

  • If a Character's Natural Armour is better than the AC value given for the Armour, they increase their Effective AC depending on the thickness of the Armour.
  • If a Character's Natural Armour is worse than the AC value given for the Armour, they set it to that value.
  • Finally, if the Natural Armour of the character is worse than the AC value given for the Armour but would be better than the Armour's AC value if it used the bonus defined in the first point, use the effective Natural Armour + the bonus.

The modifiers are as follows.

Natural Armour Modifiers
Armour Type Modifier
Light +1
Medium +2
Heavy +3
Very Heavy +4
Impenetrable +5
Unbreakable +6
Untouchable +7

For example, Krieger the Minotaur has Natural Armour 5. If they wear Leather (AC 8), they would only gain a +1 AC bonus, lowering their AC to 4. If they were to wear Full Plate (AC 1), they would have an AC of 1. If they were to wear Bronze Plate, without the bonus, their AC would also be 4. As their Natural Armour +3 from Heavy Armour would be lower than 4, they instead gain the Heavy Armour bonus, meaning their AC is 2.

Equipped Armour is ignored by Touch Attacks. Layering armour (wearing one suit over another) uses only the highest bonus.

Deflection

Deflection represents any directional protection a character carries with them that the character can turn towards an incoming blow. Typically, this represents a shield.

For example, Krieger has AC 4 (Natural Armour 5, +1 from Light Armour). They strap on a Medium Shield (+1 Deflect) and find their AC is now 3, for as long as they are able to use their Deflection.

Deflection is ignored when Flatfooted, unless the source of the bonus is attached to the area being targeted - a shield strapped to the back adds its bonus against back attacks whilst called shots against a shielded arm take into account it's bonus, though the character is still Flatfooted otherwise. If a shield has been used up for a round, its bonus to Deflection is lost unless the location it is attached to is attacked as above.

Some forms of Deflection - typically shields - can only be applied a finite number of times in a round. Once these uses are exhausted, the character loses the benefit of the shield. Some proficiencies or equipment may grant additional uses or allow uses with an altered bonus. A character is assumed to use them automatically to attempt to deflect the first attacks they receive in a round - they only do not if a character specifies otherwise but they must do so before the attack roll's result is known.

If a character has multiple shields in use, they do not stack unless circumstances make it possible - only the one being currently used applies. For instance, a character somehow equipped with two shields could bring them both to bear to gain a +2 bonus, but this costs a use of both.

Dodge

Dodge represents the character's reaction and timing and ability to avoid being hit.

Protection

Calculating AC

Total AC

Flatfooted AC

Touch AC

Special Circumstances

Special Defence

Damage Resistance

Non-Damage Resistance