**A remake of the classic Wizardry video games**

**Copyright Eric Pietrocupo**

E-Mail: ericp@lariennalibrary.com

Wizardry Legacy

WL Adventures

Filed in: GameBook.GBrolls · Modified on : January 22, 2015, at 05:30 PM - Visits 1119

To start directly into the rules, I'll start explaining the rolls because they are the core of the rules and everything else refers to these rolls. There are 2 broad type of rolls the one used for damages and the ones using the D20. The D20 roll can be contested or against yourself.

The damage rolls are used to calculate ... damage. First notice the position of the parenthesis. The Variable Z is added for each X which means that the Z variable can easily be multiplied. The roll works as indicated, so if you roll 3(d8 +2), you roll 3 eight sided dice and add 2 to the value of each die. You sum up the results and the final value is the total amount of damage you do. There are 2 main source of damages: Weapons and spells

- X = You roll 1 die for each successful hit performed on the enemy. A combat round allow a character to hit multiple times.
- Y = This is determined by the weapon used. All weapons of the same type (for example all swords) use the same die type. For monster, the size category of the monster will have larger dice. So smaller creature will do less damage than larger creatures.
- Z = This is a cumulative bonus that are received from various sources: attribute modifiers, Enchanted Weapons, Active Effects, etc. Active effects are non-cumulative (see below).

- X = Each class will have a power divider, the lower the divider, the better it is. You take the level divided by the class divider +1. This will be the value of X. For for example a level 20 mage with a divider of 5 will have 20 / 5 = 4 +1 = 5. So 5 dice will be rolled. Light magic users like samurais, will have an higher divider making their spells weaker.
- Y = This is defined by the spell, the stronger the spell the bigger is the dice. Higher level spells will have bigger dice. The nb of target affected also inflence the chosen die.
- Z= This is a cumulative bonus which are received from various sources: attribute modifiers, Enchanted Weapons, Active Effects, etc.

Almost everything else is managed by D20 rolls. There are 2 types of d20 rolls, those used as contested rolls and those used to roll against yourself. In a contest roll, each side roll 1D20 + a compilation of bonus, the opponent with the highest value wins. For example, if opponent A has +6 and opponent B +11, then each side roll 1d20 and add their bonus. So if A rolls 16, and B rolls 7 it gives A: 16+6=22, B: 11+7=18, 22 > 18 so A wins.

When rolling against yourself, you need to roll 1D20 below your current value. For example, if your value is 14, you need to roll below or equal to 14 with 1d20. In other words, you have 70% chance to succeed. There is no unique formula for applying modifiers to the d20 rolls, but generally it follows this logic:

- A = Add attribute modifiers
- B = Add equipment modifiers
- C = Add active effect modifiers.

The active effects are a bit special. If you cast multiple time the same spells the bonus will not stack with each other. Same thing for bad status effect, if you get blinded twice, you are not more blind than before and do not get additional penalty.

To make sure it's always possible to hit or fail, there are a couple of automatic results on certain a D20 roll for attack rolls.

Roll | Result |
---|---|

20 | Automatic Hit, Double Damage |

19 | Automatic hit |

2 | Automatic failure |

1 | Automatic failure |

So each attack has 10% chance to automatically fail or succeed.

Damage Resistance rolls also have a critical table. Lower value is better on this table (you need to roll lower than your DR)

Roll | Result |
---|---|

1 | Critical Success, Damaged divided by 4 |

2 | Automatic Success, Damaged divided by 2 |

So you have 10% chance to automatically succeed your damage resistance roll what ever your stat.

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