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 19:35] – 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. | ||
| + | |||
| + | ==== Completely Hidden ==== | ||
| + | |||
| + | 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 for both conditions. | ||
| + | |||
| + | Invisible creatures can't be attacked at all unless they are first detected. And they can't be attacked effectively unless the attacker is attacking in the proper direction, which requires either blind luck or successfully finding the person with senses other than the eyes. | ||
| + | |||
| + | To detect an invisible opponent, the character must first make a perception win-loss roll against the opponent' | ||
| + | |||
| + | 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. | ||
| + | |||
| + | In the case of actual invisibility, | ||
| + | |||
| + | ==== Partially Hidden ==== | ||
| + | |||
| + | This section regards partial invisibility or cloaking of the defender, partial blindness of the attacker, obscurity in the environment (such as clouds or smoke), or camouflaging elements of the defender. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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 until conditions improved. | ||
| - | 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. | + | ===== Dual Wielding ===== |
| - | See [[offense#invisibility|Invisibility]] for more information regarding invisibility | + | 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#dual_wielding|Dual Wielding Mundane Knowledge]] and [[weapon_proficiency# |
defense.1598038541.txt.gz · Last modified: by dungeonmaster
