defense
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| defense [2020/01/05 20:05] – [Residual Effects] dungeonmaster | defense [2020/10/03 15:53] (current) – dungeonmaster | ||
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| - | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] > [[skills|Skills]] | + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] |
| - | ====== Defense ====== | + | ====== |
| Along with knowing the dice rules themselves, understanding attacking and defending is the most important thing to know about Dice Mob rules. It’s all about pitting certain attacks or skills against resistance to them. A wise player will want to increase the number of dice they roll and decrease the number of dice rolled by their opponent to stack dice comparisons as much to their advantage as possible. | Along with knowing the dice rules themselves, understanding attacking and defending is the most important thing to know about Dice Mob rules. It’s all about pitting certain attacks or skills against resistance to them. A wise player will want to increase the number of dice they roll and decrease the number of dice rolled by their opponent to stack dice comparisons as much to their advantage as possible. | ||
| - | To improve the number of attack to defense dice ratio, a character can do a variety of things from choosing | + | To improve the number of attack to defense dice ratio, a character can do a variety of things from choosing |
| No matter how many advantages and disadvantages a character or monster might have, the number of dice can never be decreased below one die or increased above whatever maximum the campaign has determined. | No matter how many advantages and disadvantages a character or monster might have, the number of dice can never be decreased below one die or increased above whatever maximum the campaign has determined. | ||
| - | We’ve talked a lot about attacks up until this point in this description, but we’ve labeled this section " | + | Attacks and defense are two sides of the same coin, and although we've mostly spoken of attacks up to this point, we actually spend much more time in game play actually speaking of defense. Attacks are really just methods of exploiting |
| Defense is divided into three areas: physical, mental, and personal. And these are further subdivided as shown below into the ten defenses which will be listed on a character sheet. | Defense is divided into three areas: physical, mental, and personal. And these are further subdivided as shown below into the ten defenses which will be listed on a character sheet. | ||
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| ==== Elemental Defense ==== | ==== Elemental Defense ==== | ||
| - | Elemental defense, for lack of a better term, defend against damage based on temperature, | + | Elemental defense--for lack of a better term--is the ability of a creature and its clothing and other defenses to defend against damage based on temperature, |
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| + | Any elemental attacks not listed here should be categorized to the closest matching category. Undead who might be particularly vulnerable to light, for example, would be characterized under burning | ||
| ===== Mental Defense ===== | ===== Mental Defense ===== | ||
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| ===== Personal Defense ===== | ===== Personal Defense ===== | ||
| - | This defense is harder to categorize, but it has to do with violations against a person’s sense of self or their personal space. Often the easiest way of thinking of what this is is by thinking of what it isn’t, a defense against physical harm or a defense against mental manipulation. Polymorphing, | + | This defense is harder to categorize, but it has to do with violations against a person’s sense of self or their personal space. Often the easiest way of thinking of what this is is by thinking of what it isn’t, a defense against physical harm or a defense against mental manipulation. Polymorphing, |
| ===== Multiple Attack Types ===== | ===== Multiple Attack Types ===== | ||
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| Although it isn't always the case, many (if not most) attacks require the primary attack to be successful before any others have an effect. A totally unsuccessful snakebite would never require a character to actually make any sort of defense roll against poison. Nor would an unsuccessful attack with the flaming sword mentioned above require a flame defense if the sword itself caused no damage. Generally it should be obvious if one is dependent on another or if they both effects attack in parallel, but if not, the GM should make their best judgment. | Although it isn't always the case, many (if not most) attacks require the primary attack to be successful before any others have an effect. A totally unsuccessful snakebite would never require a character to actually make any sort of defense roll against poison. Nor would an unsuccessful attack with the flaming sword mentioned above require a flame defense if the sword itself caused no damage. Generally it should be obvious if one is dependent on another or if they both effects attack in parallel, but if not, the GM should make their best judgment. | ||
| + | ===== Immunity ===== | ||
| + | In rare cases, a character or other creature may have more than just a strong defense to a certain ttack type. They may be totally immune to its effects. Attacking a fire-breathing dragon with a fireball spell, for example, is futile, assuming fire-breathing dragons are immune to fire in the universe in which your characters are roaming. | ||
| + | If an attack consists of multiple attack types, such as the flaming sword mentioned above, the fire portion of the attack would be ignored, and only the piercing or slashing of the sword would have any effect on a fire-breathing dragon. | ||
| - | ===== Immunity | + | ===== Attacking Penalties |
| - | In rare cases, a character or monster may have immunity | + | |
| + | Attacking penalties are rare. Usually when someone defends better, dice are added to defense. It isn't so much a penalty | ||
| + | |||
| + | ==== Completely Hidden ==== | ||
| + | |||
| + | When an attacker is blind or a defender | ||
| + | |||
| + | Invisible creatures can't be attacked at all unless they are first detected. And they can't be attacked effectively unless | ||
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| + | To detect an invisible opponent, the character must first make a perception win-loss roll against | ||
| - | ===== Residual Effects ===== | + | Whether or not the GM decides there should be a win-loss roll, the attacker automatically has a -4 dice penalty to all attacks. Skills (e.g. blindfighting) can modify this penalty, but otherwise all attacks are penalized with a four dice penalty. |
| - | Sometimes an attack causes damage long after the initial attack landed, including being charmed for a period of time or being lit on fire. | + | |
| - | If the state is something **cognitive, | + | In the case of actual invisibility, |
| - | If the state is something that would cause **perpetual damage**, such as profuse bleeding, acid, or fire, the damage taken from the previous round is treated as another attack every round thereafter until all dice are successfully defended against or the state of the character is changed (e.g. they jump in the nearby pond to douce the fire or diffuse the acid). | + | ==== Partially Hidden ==== |
| - | Example: If a character is attacked by a fire-breathing dragon who rolls an attack | + | This section regards partial invisibility or cloaking |
| - | If the state is **electrical**, | + | This is similar to the above section except that the person |
| - | If the attack is **freezing**, the character loses one die of initiative for the duration governed by the | + | So long as the defender remains within sight, the win-loss perception roll would not have to be rolled again until they managed to re-hide themselves, but the attacker |
| - | [[standard_effects_degrees_levels|Standard Effects of Degrees and Levels]] section or until they are warmed up. Freezing effects are cumulative, so three successful freezing attacks against | + | |
| + | ===== Dual Wielding ===== | ||
| + | It's one thing to be able to wield a weapon. It requires an extra level of training to wield two weapons at the same time and in such a way as to be effective with both. The benefits of dual wielding are obvious--two attacks when a creature would generally only have one. But to do so effectively requires training, and without the training, the creature is less effective with both weapons. For more on dual wielding, see [[knowledge# | ||
defense.1578254749.txt.gz · Last modified: by dungeonmaster
