A remake of the classic Wizardry video games
Copyright Eric Pietrocupo
Wizardry Legacy
WL Adventures
Filed in: GameBook.GBrolls · Modified on : January 22, 2015, at 05:30 PM - Visits 1045
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
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:
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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