Cyno's Role-Play: Supplements: PowerQuest: Game Master Guide |
Battle
Attack Sequence
The following is a good general guideline for what task rolls to perform during an attack sequence in a battle.
- Roll to see if the attacking character is successful in a hit.
- Calculate damage if a hit occurred.
- Calculate secondary effects such as clothing set afire by a fireball, etc.
Attack Randomization
In some cases, it may be desirable to have a group of hostile Non- Player Characters attack player characters in a random fashion; that is, decide by dice roll which NPCs attack which PCs. To do this, assign each PC a number, then for each hostile NPC roll 1dn, where n is equal to the number of PCs. Each NPC will attack the PC with number equal to the dice roll result.
Damage
In character interaction involving battle, or other damaging circumstances, the Game Master must determine how much damage is taken by characters, and adjust their CHP status traits accordingly, taking into account their Natural Armoring Factors, any external armor, and protective effects arising from Power.
Damage Potential
DAMAGE POTENTIAL. Each weapon, or destructive Power Wielding attack, carries with it a Damage Potential (DP). This is the maximum amount of damage (in HPs) it may do to an unprotected target's CHP. The Damage Potential of an attack first encounters any Power related protection, then any physical armoring, then the target's Natural Armoring, being decreased by all of these. The resulting Final Damage Potential (FDP) points are subtracted from the damaged object or creature's CHP.
For example, consider the case of a warrior with NAF of 10, enchanted armor with a Shielding Potential of 20, and wearing a Ring of Protection Aura with a Shielding Potential of 30. If a Power Wielder strikes out at the warrior with a Lightning Bolt with Damage Potential of 100 points, the Protection Aura will absorb 30 of this, the enchanted armor will absorb 20, and the warrior will naturally be able to resist 10 points worth of the damage; the Final Damage Potential will be 40 points, resulting in the warrior losing that much from CHP.