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=== GAMEPLAY === So now you've created your team, and your opponent has created their team. Next you battle them out. Things you will need to play other than the character sheets and miniatures are about 8 poker dice per player (or shared), a 1" grid map, and some tokens (like coins or beads). ==== The Map ==== For simplicity the game is made to be played on a 1" square grid map. Ones like in the DnD modules or with the dry erase blank maps that DMs use for quick drawn dungeons. I am trying to design the game to be utilized with cave and dungeon tiles as well. Each player agreeing on a map and which edge they start their characters at is proper etiquette. I'll define deployment and such at a later point in the games development. Players will also need to agree with what's difficult terrain, blocking terrain, hazards, water, etc. ==== The Dice ==== This game uses [http://en.wikipedia.org/wiki/Poker_dice Poker Dice]. Each dice side has a purpose and use. Rolls in this game are resolved by rolling pools of Poker Dice and examining what sides come up. Like playing cards, poker dice have Faces and Numbers. The suit of the dice doesn't matter at all in this game. * '''Face''': '''K'''ing, '''Q'''ueen, and '''J'''ack. These are considered 'hits' for rolls. Each die that comes up with a face side is counted toward total hits. * '''Number''': '''10''' and '''9'''. These are considered 'misses' for rolls. Each die that comes up with a number side is not counted up and usually discarded. * '''Ace''': This is treated as a wild in a way. '''A'''ce sides don't count toward hits, but having 2 or more of them means the character has made a Crit roll, and '''A'''ce beats all other sides in superiority. These sides have a superiority order. This of course goes '''A'''ce>'''K'''ing>'''Q'''ueen>'''J'''ack>'''10'''>'''9'''. Superiority matters for things like determining wins in ties, and initiative. More on this later. ==== Initiative and Actions ==== When both players have their characters deployed, each player rolls 1 die. The die with the superior side may go first. Re-roll ties. First player activates 1 of his characters, and marks it with a token as having acted. The next player activates 1 of his characters, and marks it with a token as having acted. This goes back and forth until all characters have acted. Then both players re-roll initiative again and do the process again. During an activation a character may move and attack, or attack and move. He may choose to skip any of those actions as well. With moving, a character references his Speed value and can move any amount of squares up to that value. Moving through difficult terrain and water takes up 2 Speed per 1 square. Pretty standard stuff. ==== Combat ==== Attacking other characters are all handled the same way. One is the attacker, and one is the defender. On each attack, both players roll dice. The attacker rolls the amount of dice in the attack value he is using, and the defender rolls the amount of dice equal to the appropriate main stat. * Roll Body against melee attacks * Roll Mind against range attacks * Roll Spirit against magic attacks Once both sides roll the dice, the Hits (or Faces) on the dice are counted up and compared. If the attacker has less hits than the defender, than the attack failed. If the attacker has more hits than the defender, then the attack succeeded, and damage is dealt. '''Damage'''<br/> Damage is the difference in hits between the defender and attacker. This damage is then taken from the defenders Health value. (note: the box below the Health box on the character sheet is for tracking damage, usually with a tally) Melee attacks are handled slightly different. When the attacker is using melee on the defender, then they are both considered locked in a melee. In this case if the defender has more hits than the attacker, then the defender actually can deal damage to the attacker. Still, the damage dealt to the attacker is the difference in hits. <pre>Experimental rule: if defending in melee, and the defender is a melee character, he gets a +1 to his defense roll</pre> '''Tie Rolls'''<br/> In several cases a tie may occur. A tie is when both sides have an equal amount of hits in a roll. This is resolved with the superiority in the rolls. * First check which side has the most '''A'''ces. If neither have '''A'''ces, or the same amount of '''A'''ces, then move to the next step. * Second check which side has the most '''K'''ings. If neither have '''K'''ings, or the same amount of '''K'''ings, then move to the next step. * Third check which side has the most '''Q'''ueens. If neither have '''Q'''ueens, or the same amount of '''Q'''ueens, then move to the next step. * Fourth check which side has the most '''J'''acks. If both have the same amount of '''J'''acks then you have a SuperTieBreaker. If neither have '''J'''acks, then you did something wrong. Check to make sure you are playing the game right. A SuperTieBreaker is resolved by each side discarding all dice, and rolling 1 die. Reroll ties. Standard superiority rules apply here. If the winner of a tie is the attacker, he deals 1 and only 1 damage. He may not exceed that amount through any Perks, Crits, or Flaws of any effect. If it was a melee attack and the defender won the tie, he may deal that 1 damage to the attacker. '''Miscellaneous'''<br/> Remember to check your Perks and Flaws as either a defender or attacker to make sure none of them have any effects on your rolls. Magic attacks not only hit the target defender, but all creatures (friend or foe) adjacent to your target. This is resolved by the attacker rolling once. That one roll hits all targets in that area. Each target makes a separate defense roll, and hits and damage are resolved separately for each defender. The attacker does '''NOT''' reroll his attack for each defender in the area. '''Modifiers'''<br/> Modifiers represent positive and negative conditions that sometimes apply to combat. They are treated simply by adding or subtracting dice from attack or defense rolls. Most common modifiers are listed below: * +1 to defense roll for each square of hindering terrain a range or magic attack is aiming through. * +1 to defense roll for each occupied square a range or magic attack is aiming through. Friend or foe. * -1 to defense if prone. * +1 to attack if character moved more than 2 squares into melee range with defender and melee attacks. * +1 to attack if character is considered on a higher elevation than the defender for a range or magic attack. * (incomplete list) '''Crits'''<br/> When making any attack or defense roll, watch out for the '''A'''ces. If any roll comes up with 2 or more '''A'''ces, then that roll has Crit. A Crit can activate whether or not the roll is considered to have hit or failed. Your characters' chosen Crit will specify what it does and when it activates. Some Crits only apply in certain conditions, so be sure you don't miss it. Sadly, sometimes you may roll 2 '''A'''ce dice, and the Crit doesn't apply to your current action. It happens. Crits are meant to rarely happen, but be very powerful. A character may only Crit once per turn. ---- Development Blog: http://thefairlyunkempt.blogspot.com/
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