Difference between revisions of "Fighting and Healing"

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(Created page with "Category:Systems == Fighting == === Fighty Fight === Stuff about fighting! == Healing == === Determining Character Health === Total character health is determined by the...")
 
 
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: ''See also: [[Dice Rolling]]''
  
 
== Fighting ==
 
== Fighting ==

Latest revision as of 07:22, 7 June 2023

See also: Dice Rolling

Fighting

Fighty Fight

Stuff about fighting!

Healing

Determining Character Health

Total character health is determined by the character's health stat and multiplying it with your tier level(s). For example, a starting character with Tier 2 in a profession that isn't a medic would likely have 5 health in the stat. Take the five, times it by two for the tier level, and you get 10 for your character's total health!

This can increase if you train the stat, as well as when you level up your characters professions and take on new classes in the multiclass options. The highest amount of health a character can have is 300. (For maxing out the health stat at 20 and having all five vocations leveled via multiclassing).

Pip System

Kotoll runs off of a pip system for determining injuries sustained by characters. This is to both give a better idea of how much damage a character will take in one go as well as prevent any characters from dying due to environmental/threading situations (unless you want your character to die, then by all means go for it!!)

Each character has what we are calling pips. Think of these like your character's health bar. In most games, there will be different points of whittling down the health bar that trigger different forms of attack or different results. This is a similar system in that your character's health bars are broken up via 10 stat increments that help us determine how much damage a character has sustained based off of how much burst damage they've received.

How Pips Work
Pips are broken up into 10 stat increment blocks. There are adjustments to this system in the following:

  • Overkill Buffer: These are stats that don't add up to a full 10. For example, if a character has 17 HP, they will have one pip and an overkill buffer of 7. If your character has 22 HP, they will have two pips with a +2 pip on the current 10 stat block.
    • These do count toward your overall damage rounds regardless of whether or not a full pips worth were taken.
  • If you lose less than 10 damage per each round, these are considered superficial wounds. It is possible to be whittled down to zero without receiving a full pip worth of damage in one go. This just means that your character didn't sustain any major or lasting injuries and likely tired out.
  • If you lose more than ten damage in a round, this uses up one of your pip blocks.
    • Losing one pip block = Minor injury.
    • Losing two + pip blocks = Major injury.
  • If you reach zero or negative HP, your character will faint and need to be healed relatively immediately in order to survive it. (Medic characters start with the ability to heal anyone from 1hp, and you can even use NPCs if needed). This will get them back to 1hp where they can seek out more permanent healing.

Example:

Geoffrey starts with 32 health. By this calculation he has three pips with a +2 overkill on the pip beneath it: 10 | 10 | 12

In round one he takes 4 damage, in round two he takes 3 damage, and in round three he takes 6 damage. He drops down to 19 health but does not take minor injury damage. He would take superficial wounds and likely feel tired from the rounds.

Now, if he takes all 13 of that damage in one turn, it would exceed his first pip limit and he will receive a minor injury, and his health would drop to 19. He would currently have one pip and a +9 overkill buffer.

Let's say on the following round he takes 20 damage. This would drop him below 0 HP, leaving him unconscious and with a major injury that will need medical intervention.