The Art of War 2: Modern Warfare - Ch. 2: Laying the Smackdown (Offensive Combat)

Information on how to play the game, including full tutorials on how combat works.
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The Art of War 2: Modern Warfare - Ch. 2: Laying the Smackdown (Offensive Combat)

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Post by Tony »

The Art of War 2: Modern Warfare
Updated for DW7.0

Chapter 2: Laying the Smackdown

So I'm sure now that you're in battle, you're all giddy and anxious to start hurting things. However, there are a good many things to consider first, and its here, my good readers, you will learn them for strikin' that critical blow to the enemy.
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2.1: Physical Combat

1. Declare
I mean, we aren't psychic (as cool as that would be), so unless there is only one guy standing there, you will want to declare who you're attacking and with what. Simple enough.

2. Roll
There are a number of techniques and array of arms to use in dispatching an enemy, but if you have no idea how to hit them in the first place, they're all basically useless. So let's begin with an attack.

Every* roll in DW7.0 is based on a Skill Level. This forms the first part of your roll. From there, a bonus is added onto it to modify the end result of that roll. That includes weapons, advanced skills, abilities, and feats that will garner attention when creating your final roll for your attack. So let's get a little example going.

Kefka has the following:
A level 5 'Dagger' skill.
70 Awareness
An Advanced Skill that gives him +5 to hit.
A Feat that gives him a +10 to hit.
A dagger with +10 to hit.

Kefka's base roll will be "1s5" + the total modifier.
Awareness Bonus + Advanced Skill + Feat + Weapon Bonus = Total Roll
7 + 5 + 10 + 10 = +32
This means Kefka will roll 1s5+32 for any dagger attacks he wants to make.

Special Skills in attacking
There arent many, but a player is able to take special actions when attacking that may affect the opponent more than just damage after the course of the attack. These are called 'Called Shots'.

Basically, you declare the spot of your attack on the targets body, hide, whatever, and go in for the the strike. However, you must take a -15 attack penalty for hitting one exact part of a target's body. (Note: Sniper rifles do not suffer this penalty due to the nature of the weapon)

That's the basics all players have upon entering the RP with no need to purchase a skill. There are many, many more special skills that a player can use to affect the outcome of an attack. You can find these and many more in the Skills section.

3. Deal damage

Assume that your roll was successful in striking an enemy.

First, you take into account your Base Physical Damage, which is your Strength statistic times 2. (STR * 2). From there, a weapon's damage is added onto that result for (STR * 2) + Weapon Mod

Example -
Here we have Neven, who has 200 Strength and managed to hit with a sword. His Solinium Sword has a +250 damage modifier.
(STR * 2) + Weapon Mod
400 + 250
650

When using a 'combo' attack, you roll a 1d# of possible attacks. In order to perform a 'combo' attack, you have to have bought the corresponding Advanced Skills under your skill set.

The outcome is the number of hits you land.
Example:
Nevon performs his 'Triple Strike' Advanced Skill with the above stats.

<Neven> 1s5+32
<@Kefka^^> (Neven) rolls 1d90+32 for: 88(120)
<Enemy> 1s3+20
<@Kefka^^> (Enemy) rolls 1d60+20 for: 12(32)
<Neven> 1d3
<@Kefka^^> (Neven) rolls 1d3 for: 2(2)

He deals 2 hits, which totals at 1300 damage. It's important to specify that this is 2 hits of 650 damage, since physical damage is 'damage soakable' per hit. We'll get into that later, though.

Neven also has a pistol and managed to hit with that the following round.

Ranged weapons (such as guns and crossbows) have a set damage to them. This is because weapons of this nature rely more on themselves rather than their user when it comes to damage. Some ranged weapons also have what are called "Controlled Shots," which is a built-in "combo" for those weapons. If a character wants to use those controlled shots, it only needs to declare them, then roll like a combo attack. The damage is still dealt separately like combo attacks.
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2.2: Magical/Psionic Combat

Since you have a general understanding of how attacking with rolls works, Magic won't be too hard for you.

1. Declare
Essentially to use magic you need a set of abilities that works off the Spirit statistic, the magic spell or psionic ability you wish to use, and an intended target.

Now, unlike melee attacks, you get a bit of an easy road here. You only have to roll with magic that can possibly be resisted by an opponent. Anything that helps someone, however, does not require a roll unless that person just ... doesn't wanna be helped. (weirdo)

2. Roll
Resisted magical/psionic attacks are still rolled with the requisite Skill Level, then a bonus made up of the Awareness Modifier (AWR/10) + Feat Bonuses + Ability Bonuses + Equipment Bonuses.

For example,
Ren'ai has ...
250 Awareness
A Level 4 Arcana skill
2 Awareness milestones that add +5 to magic attack rolls

25 + 5 + 5 = +35

1s4+35 to attack with that particular spell.

The same goes for Psionic Abilities.

For example,
Kefka has...
150 Awareness
A Level 7 Telekinesis skill
3 Awareness milestones that add +5 to magic attack rolls

15 + 5 + 5 + 5 = +30
1s7+30 to use this psionic ability.

3. Damage

Magical damage is based off your "Base Spiritual Damage" + a Damage Modifier.
Base Spiritual Damage = (Spirit * 2)
Generally speaking, "Mage Level" is the level of the school of magic/psionics in use. If a character has access to multiple schools of magic or classes of psionics, it MUST use the school/class the spell in use is classified under (i.e.: you cannot use the Assisted Magic mage level when casting an Arcana spell).

Example:
Ren'ai has...
200 Spirit
A Level 4 Arcana Skill
Level 4: Fira - A large plume of fire engulfs a target. (160 MP) (+2000 damage)

Her Base Spiritual Damage is (200 * 2) for 400.
400 + 2000 (Fira) = 2,400

Example 2:
Kefka has...
250 Spirit
A Level 7 Telekinesis skill
TK Detrude Level 7: +2000 & Mild "Knockback".

His Base Spiritual Damage is (250 * 2) for 500
500 + 2000 (TK Detrude) = 2,500
Last edited by Strato on April 30th, 2023, 9:53 pm, edited 4 times in total.
Tony
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