Saturday, February 25, 2012

How do attacks work in Radiant Fantasia?

Most tabletop RPGs have melee attacks not well defined. The normal method to swing a sword is just to roll an "attack" move, which represents just swinging the sword. Some newer systems like 4th Edition D&D include special moves a character can perform every turn. Attacks in my game work like the latter.

A melee character is expected to learn at least one weapon proficiency feat and then invest skill points into "special skills" related to the weapon they are proficient with. For example, if they are proficient with axes then they will invest points into Axe Weapon Techniques, which allow them to perform a wide variety of combat maneuvers.

The following text are excerpts from the pages of my system devoted to weapon techniques,



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Special Skills are unique skills that a character can train and use. Many of them—such as
Weapon Techniques—are combat maneuvers that a character can use to launch a
devastating attack, but some—such as Magic spells—have various uses.

Obtaining Special Skills
At each level your character gets an amount of skill points that you can spend to improve
their trained ranks in skills and the character‘s Perception score adds to this number.

If you buy a Special skill you get 1 trained rank (a trained rank is equal to a +1 bonus) for
each skill point you put into that skill. The maximum trained rank you can get in any skill
is your character‘s level + 5.

Using Special Skills

Weapon Techniques: When a character performs a Weapon Technique skill check, the skill level of the Technique is added as a bonus to the Melee Accuracy roll.

Spell Techniques: When a character performs a Spell Technique skill check, the skill level of the Technique is added as a bonus to the Spell Accuracy roll.

Skill Ranges
The Range of the skill is the maximum distance the effect can be placed.

Self: The effect only impacts the character performing the skill

Short Range: The effect can happen anywhere within the character‘s walking
distance.

Medium Range: The effect can happen anywhere within a character‘s running
distance.

Long Range: The effect can happen anywhere within the character‘s distance the character can see.

Local: The effect occurs directly around the character.

Unlimited: The effect can happen anywhere within the user‘s current setting (per GM discretion).
Skill Targets
The Target type determines how many characters an action can affect.

Single target means it can only affect one character at a time.

Line target means it can hit a column of two characters at a time.

Row target means it can hit one row of three characters at a time.

Group target means it can hit an entire formation of characters. This is usually found on bombs. For balance reasons, the GM might want to rule that a group targeting action can affect no more than 10 characters.

Weapon Techniques
Weapon Techniques are special skills a character can do using weapons.

Some weapon techniques utilize the magical power of the character, but they are usually not classified as a magic attack. Unless stated otherwise, the damage type of a weapon technique is identical to the damage type of the weapon used to perform the technique.

The maximum trained rank you can get in any Weapon Technique skill is your character‘s level + 5.

Note that unlike General Skills a character must have at least one trained skill point in a Weapon Technique in order to use it.

Understanding Weapon Technique Stat Blocks

Tech. Power is the number the Weapon Attack is multiplied by to determine the damage of the Technique.

Delay is a cooldown; after the skill is used it can‘t be used until after a certain amount of time has passed.

At Will means the technique can be used as often as possible, every round.

Encounter means the technique can be used once per encounter.

Daily means the technique can be used once per day.

Range is the max range a target can be at for the skill to be used against them.

Target is if the attack hits a Single target, or a Row, Line or Group of targets.

Check is what opposed check a target makes to avoid the technique.

Effect describes what usual effects the technique does.

Special describes any special effects the technique can do.

Magic Point Cost is how many MP is consumed when using the skill.

Tech Grade determines what level the skill can be learned at.

Example:

Power Geyser (Attack action)
Release an eruption of raw magical energy to attack a row of enemies.
Tech. Power: 15 Delay: 5 rounds
At Will [icon] Weapon: Fist
Range: Medium Target: Row
Check: Skill check Vs. Magic Defense
Special: This projectile spell can be used to intercept another projectile spell, resulting in a Magical Clash.
Magic Point Cost: 80
Tech Grade: B

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