Post by Glenn on Mar 31, 2018 13:30:48 GMT -5
This will be a simple overview of how combat works in CoC. Say you're walking along, and BAM a monster wants to eat your face off. Depending on the circumstances, a roll may be determined to see who strikes first. Once that's determined, the fight begins. Whoever gets the first strike rolls a 1d20 for accuracy. Your roll must be higher than the enemies AC. Other modifiers for your accuracy will be added to that total roll. If you roll a 1, that is a failure no matter what. If the accuracy roll is a success, you roll again for your damage. That roll will depend on what attack/ability you are using. If you're like Rolf using a Longsword with +3 to his strength, a 1D6 will be rolled with +3 added. For example:
Rolf rolls 1d20 for 8. Rolf has 5 in Weapon Mastery for sword, and 2 dexterity, so +7 to his overall accuracy, so 8+7 comes out to 15 total. The enemy only has 12 AC, so Rolf scores a hit.
1d6 is rolled. 3 is rolled. Rolf has +3 strength, so 6 damage total is dealt.
Battles are turn based, if it's a combat event with multiple players vs enemies, the players will generally post, then the GM controlling the bad guys or vice versa.
When healing or buffing yourself or opponents, a roll is not required. There is no accuracy roll for healing, just the roll itself that determines the amount healed.
When doing spell lists, keep in mind your Power rating for magic will be limited for most basic level spells depending on the magic used. Healing, for example will be limited at 8 pwr. AOE for group healing is typically halved. For more powerful healing, Capacity will come into play for this.
Remember when you're doing aoe attacks (are of effect, meaning one turn to attack a group of opponents), aoe abilities are generally weaker than single target. Stronger ones will require capacity. Normal ones are much weaker, keep that in mind when creating aoe attacks.
Critical hits normally need a 20 to be rolled and are usually x2 damage. Certain weapons and magic can lower the threshold for a critical (Daggers and arrows you can roll a 19 for a critical strike.) And certain weapons and spells can increase this to 3x damage.
Rolf rolls 1d20 for 8. Rolf has 5 in Weapon Mastery for sword, and 2 dexterity, so +7 to his overall accuracy, so 8+7 comes out to 15 total. The enemy only has 12 AC, so Rolf scores a hit.
1d6 is rolled. 3 is rolled. Rolf has +3 strength, so 6 damage total is dealt.
Battles are turn based, if it's a combat event with multiple players vs enemies, the players will generally post, then the GM controlling the bad guys or vice versa.
When healing or buffing yourself or opponents, a roll is not required. There is no accuracy roll for healing, just the roll itself that determines the amount healed.
When doing spell lists, keep in mind your Power rating for magic will be limited for most basic level spells depending on the magic used. Healing, for example will be limited at 8 pwr. AOE for group healing is typically halved. For more powerful healing, Capacity will come into play for this.
Remember when you're doing aoe attacks (are of effect, meaning one turn to attack a group of opponents), aoe abilities are generally weaker than single target. Stronger ones will require capacity. Normal ones are much weaker, keep that in mind when creating aoe attacks.
Critical hits normally need a 20 to be rolled and are usually x2 damage. Certain weapons and magic can lower the threshold for a critical (Daggers and arrows you can roll a 19 for a critical strike.) And certain weapons and spells can increase this to 3x damage.