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Hud Combat Dice (RPCSS)
From The Citadel
The RPCSS Hud has a set of combat dice built into the hud. Players personal attack rolls, defend rolls, hit points and saving throws are all handled by the Hud and RPCSS. Read More ..
Combat is a basic dice system that involves attacking rolls against defending rolls, simple hit points, and a grevious wound roll at the end of combat. The average combat should take 2 to 7 turns at most to complete. The average combat round will be 3-4 turns.
- How to Use
The Hud is not yet back from the developer, so this explains how its intended to work. Final details will be added once we see actual implementation:
- Post your role-play attack attempt.
- Click the dice on the hud, select a player for combat, and roll. The system will roll your attack dice, their defending dice, and then tell if you succeed or failed. Ex: "You failed to break thru their defense".
- If your attack was successful your opponents hit points will be reduced by 1.
- Your opponent responds to your attempt based on the dice roll. They should obviously accept a successful attack. In the same post they should make their own role-play attack attempt.
- They should click the dice on the hud, accept you and roll. The system will now compare their attack against your defend dice role, and tell you if it was successful or a failure.
- If there attack was successful you will loose a hit point.
- Repeat
- Finishing a Round: Everyone gets to finish the round even if they are knocked to 0 hit points in the beginning of the round.
Please Note
- We reserve the right to change the dice rolls AFTER we have done some playtesting. Do not come bitching about the dice before then, simply ask to participate in the testing.
Role | Attack Dice | Defend Dice | G.W.B. | HPS |
---|---|---|---|---|
Foundling, Slave, Servent | 3d6 -2 | 3d6 | +4 | 2 |
Agent to Warlord | 3d6 +2 | 3d6+1 | 3 | |
Agent to Coin Master | 3d6 | 3d6+1 | 3 | |
Agent to Spy Master | 3d6+1 | 3d6 +2 | 3 | |
Agent to Diplomat | 3d6+1 | 3d6 | 3 | |
Head Agent to the Warlord | 3d6 +3 | 3d6 +2 | +1 | 3 |
Head Agent to the Coin Master | 3d6+1 | 3d6+2 | +1 | 3 |
Head Agent to the Spy Master | 3d6+2 | 3d6 +3 | +1 | 3 |
Head Agent to the Diplomat | 3d6+2 | 3d6+1 | +2 | 4 |
Grevious Wound
Once a character reaches 0 hit points they are assumed to have been beaten. How harmed they are and how long it will take to recover is based on a grevious wound roll. The player who delivered the last attack will be given a chance to role a 3d8 to determine the loosing players rate of hit point recovery. The GWB bonus above applies.
- If the roll is 3-6 the winner delivers a Grievous Wound, and the losing character loses their position in RPCSS and the next in line is promoted by RPCSS. The loser must immediately seek medical treatment and will recover at the rate of 1 HP every 4 days.
- If the roll is between 7 and 13 the winner delivers a Grievous Wound, but does not lose their position. The loser must immediately seek medical treatment and will recover at the rate of 1 HP every 4 days.
- If the roll is between 14 and 20 the winner delivers a Grievous Wound, the loser must immediately seek medical treatment and will recover at the rate of 1 HP every 3 days.
- If the roll is 21 - 24 the loser will survive the Grievous Wound and regain 1 HP every 2 days. Medical treatment is not necessary.
- If the winner doesn't choose to roll for a previous wound, the natural rate of recovery is 1 HP every day.