defense
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| defense [2020/08/21 19:29] – [Invisibility] dungeonmaster | defense [2020/10/03 15:53] (current) – dungeonmaster | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | [[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. | ||
| Line 38: | Line 38: | ||
| ==== 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, |
| + | |||
| + | 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 ===== | ||
| Line 52: | Line 54: | ||
| ===== 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 ===== | ||
| Line 64: | Line 66: | ||
| 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. | 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. | ||
| - | ===== Invisibility | + | ===== Attacking Penalties |
| + | |||
| + | Attacking penalties are rare. Usually when someone defends better, dice are added to defense. It isn't so much a penalty to the attacker as how well a defender defends themselves. With that said, there are cases where an attacker can receive penalties. These occur when the attacker cannot see the defender well... or even at all or if the character is trying to attack in a style that would require training over and above what proficiency would cover. | ||
| - | Invisibility is, in a generic sense, a form of immunity, albeit temporarily. An invisible creature cannot be attacked at all unless the attacker knows the creature is in the vicinity and more or less where the creature is. | + | ==== Completely Hidden ==== |
| - | See [[offense# | + | When an attacker is blind or a defender is invisible, the results are essentially the same. For the rest of this section, we'll refer to the defender as being invisible, but this section applies |
| - | ===== Residual Effects ===== | + | Invisible creatures can't be attacked at all unless they are first detected. And they can't be attacked effectively unless |
| - | Sometimes an attack causes damage long after the initial attack landed, including being charmed for a period of time or being lit on fire. | + | |
| - | ==== Mental Effects ==== | + | To detect an invisible opponent, |
| - | If the state is something **cognitive, | + | |
| - | ==== Fire, Acid, and Profuse Bleeding ==== | + | 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 |
| - | 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 | + | |
| - | < | + | In the case of actual invisibility, |
| - | ==== Poison | + | ==== Partially Hidden |
| - | If the state is **poison**, the damage taken from the previous round is similar to that of profuse bleeding, acid, or fire stated above, EXCEPT that the toxicity of the poison could double or triple the dice from the previous round for every perpetual round until all dice are successfully saved against or the creature is cured via magic or medical means. | + | |
| - | < | + | This section regards partial invisibility or cloaking |
| - | For a more advanced description, see the appendix entry for [[poison|Poison]]. | + | This is similar to the above section except that the person is not totally beyond seeing, they just aren't immediately obvious because the vision has been partially impaired or disrupted (e.g. sand in the eyes, smoke cloud, incomplete cloaking, or continually effective camouflage). As shown in the above section, they must first be detected, but after they have been detected, the penalty to the attacker would be at a -2 instead of the -4. |
| - | ==== Electrical ==== | + | 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 would still have the -2 penalty |
| - | If the state is **electrical**, | + | |
| - | ==== Freezing | + | ===== Dual Wielding ===== |
| - | If the attack is **freezing**, | + | |
| - | [[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 the same character would result in three less dice of initiative. Once initiative dice reach zero, all further successful freezing attacks directed in that character reduce the character' | + | |
| - | ==== Disease ==== | + | 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# |
| - | Disease doesn't do additional damage, per se, but it definitely has residual effects. See [[disease|Disease]] for how to handle the residual effects of a disease attack. | + | |
defense.1598038190.txt.gz · Last modified: by dungeonmaster
