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Author Topic: Duelling Rolling Guide  (Read 927 times)

* The Narrator

    (03/17/2019 at 01:35)
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Duelling Rolling Guide
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Welcome to the Duelling Rolling Guide. These are the formulae that referees use to determine whether your actions work during a duel. All notes in purple have been added to guide you through the sheet. If you have any questions, please direct them to Ella Galanis, the duelling coordinator.

Note: 1d6 refers to rolling one six-sided die, and 2d6 refers to rolling two six-sided dice. Referees use either physical dice or an online dice roller to determine this number.


Spells
This is how we determine whether Charms, Conjuring/Summoning, and Transfiguration spells work.

C/T/S level + ability + ability mod + RP bonus + specialized spell - level mod - silent mod + 1d6 = #
If this number is 10 or higher, the spell is successfully cast.
  • Ability Mod: If the duellist has ability modifiers from previous rounds, add/subtract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
  • Specialized Spell: If it's a specialized spell, add +2
  • Level Mod: 0 for simple spells, -2 for advanced spells, or -4 for difficult spells
  • Silent Mod: If it's a silent cast, subtract -4
When health is requested for creative use spells, it is rolled using 1d6. If rolling ½ health results in a .5 health increment, do not round the number. Instead, the new health should reflect this accurately, e.g. 75.5%.

Spell Damage
This is how we determine how much damage a spell delivers to its target.

Power + power mod + specialized spell + level mod + 2d6 - (opponent resistance + resistance mod - silent mod + 1d6) = #
This number is the percent damage done.
  • Power Mod: If the duellist has power modifiers from previous rounds, add/subtract them here
  • Specialized Spell: If it's a specialized spell, add +2
  • Level Mod: +1 for advanced spells, +2 for difficult spells
  • Resistance Mod: If the opponent has resistance modifiers from previous rounds, add/subtract them here
  • Silent Mod: If it's a silent cast, subtract -2
Damage for the following spells is rolled using just a 1d6: fall damage from Wingardium Leviosa, fall damage from Levicorpus, damage from Liberacorpus, damage from Sonorus, damage from Commutati Sonum Acutus, damage from Occurromorsus.

If rolling ½ damage results in a .5 health decrement, do not round the number. Instead, the new damage should reflect this accurately, e.g. 75.5%.

Physical Actions
This is how we determine whether physical actions (such as rearming, throwing a snowball, tripping someone, etc.) work.

Strength + strength mod + RP bonus + 2d6 = #
If this number is 10 or higher, the action is successful.
  • Strength Mod: If the duellist has strength modifiers from previous rounds, add/subtract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
When health is requested for physical actions, it is rolled using 1d6. If rolling ½ health results in a .5 health increment, do not round the number. Instead, the new health should reflect this accurately, e.g. 75.5%.

Physical Actions Damage
If requested, this is how we determine how much damage a physical action delivers to its target.

Strength + strength mod + 2d6 - (opponent resistance + resistance mod + 1d6) = #
This number is the percent damage done.
  • Strength Mod: If the duellist has strength modifiers from previous rounds, add/subtract them here
  • Resistance Mod: If the opponent has resistance modifiers from previous rounds, add/subtract them here
Damage from allies is rolled using  just a 1d6.

If rolling ½ damage results in a .5 health decrement, do not round the number. Instead, the new damage should reflect this accurately, e.g. 75.5%.

Dodges
This is how we determine whether a dodge works.

Agility + agility mod + RP bonus + 2d6 = #
If this number is 10 or higher, the dodge is successful.
  • Agility Mod: If the duellist has agility modifiers from previous rounds, add/substract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
In order to protect against a specific spell, the dodge must happen before that spell is cast.

A single successful dodge only protects against one spell/potion/physical action (including 'friendly' actions that may be beneficial to the dodging duellist) or, if no action is taken, one round.


Auto-Dodge
If a player has auto-dodge, this is how we determine whether the auto-dodge is successful.

Agility + agility mod + 1d6 - silent mod - specialized spell = #
If this number is 10 or higher, the auto-dodge is successful.
  • Agility Mod: If the duellist has agility modifiers from previous rounds, add/substract them here
  • Silent Mod: If it's a silent cast, subtract -2
  • Specialized Spell: If it's a specialized spell, subtract -2
Auto-dodge is rolled for all direct spells and for all physical actions. This includes 'friendly' spells/physical actions that may be beneficial to the target.

Auto-dodge is not rolled for any indirect spells or for any potions.

Auto-dodge is not rolled for duellists with auto-dodge who cast a spell at themselves.

If an auto-dodge succeeds, the auto-dodged action's effects (preset or requested) are not granted.

A duellist must have posted in the current round if they wish to be able to use auto-dodge on actions aimed at them. We do not roll auto-dodge for duellists who have not posted in the current round.


Potions
This is how we determine whether a potion is successful.

Potions + potions mod + RP bonus - level mod + 2d6 = #
If this number is 10 or higher, the potion is successful.
  • Potions Mod: If the duellist has potions modifiers from previous rounds, add/subtract them here
  • RP Bonus: If the post meets the 3x3 requirement, add +1
  • Level Mod: 0 for simple potions, -2 for advanced potions, or -4 for difficult potions
When health is requested for creative use/original potions, it is rolled using 1d6. If rolling ½ health results in a .5 health increment, do not round the number. Instead, the new health should reflect this accurately, e.g. 75.5%.

Potions Damage
This is how we determine how much damage a potion delivers to its target.

Potions + potions mod + level mod + 2d6 - (opponent resistance + resistance mod + 1d6) = #
This number is the percent damage done.
  • Potions Mod: If the duellist has potions modifiers from previous rounds, add/subtract them here
  • Level Mod: +1 for advanced potions, +2 for difficult potions
  • Resistance Mod: If the opponent has resistance modifiers from previous rounds, add/subtract them here
If rolling ½ damage results in a .5 health decrement, do not round the number. Instead, the new damage should reflect this accurately, e.g. 75.5%.


credit goes to Alexander Kolmer.
updated by Brooklyn Jones.
« Last Edit: 03/05/2021 at 10:36 by Calypso Ross »

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