The salina foundation

COMBAT RULES


Job role templates

The salina foundation

COMBAT RULES


Job role templates

Damage Dealer

Damage Dealers Are the main role that delivers damage in the field of battle. Below are the following types available in our dice play, and their attributes.
Hitpoints: 35 hitpoints
Defense Bonus: None
Attack: 3 or higher to hit
Damage:See role

DPS role Types

Below are the type of dps role types, and what bonuses and penalties they have.
Melee
Fighter, Knight, Samurai, whatever you wish to call it are classified as this generalization.
Attack Bonus: +1 to damage with melee weapons, this is calculated before a critical roll is resolved
Defense: No Bonuses or penalties
Scout
Rogues Ninjas assassins, whatever you wish to call it are classified as this for generalization.
Stealth Bonus: +5 to stealth rolls
Ambush: +2 bonus on surprise attacks, this is only on surprise attacks. This attack is automatically a critical hit. and subject to critical advantage.
Caster
Blackmage, sorcerer wizard whatever you wish to call it are classified as this for generalization.
Attack Bonus: +3 to damage with spells, this is calculated before a critical roll is resolved
Defense: +2 to damage taken, this is calculated before a critical roll is resolved
Ranged
Dancer, Machinist Bard, whatever you wish to call it is classified as this for generalization.
Attack Bonus: +1 to damage with melee weapons, this is calculated before a critical roll is resolved
Defense: No Bonuses or penalties
Brawler
Monk, Pugilist martial artist whatever you wish to call it is classified as this for generalization
Double Attack: May roll a second attack with unarmed strikes, however this attack can only hit on a 4 or higher, and the brawler cannot be wearing any kind of armor or anything that hinders their movement. You do not get double attack if you crit, or on a glancing blow. This attack deals half damage.
Defense: +4 to damage taken due to not wearing any kind of armor.

The salina foundation

COMBAT RULES

Healer

The salina foundation

COMBAT RULES

tank



Attacking

When a /random is made the results are as follows.
> First number is the confirmation of hit calculated first. A score of 4 or higher is needed for success in basic combat.
Note about Attack rolls: Keep in mind that this is the base numerical values, they may be higher or lower based on roles.
> Second number is the damage/healing value and is calculated second.
>Third number is the critical strike chance, which determines if the player scores a critical hit or not. (9 and 0 are critical)
0 is considered a 10 on our system
When less than 100 is rolled, we will treat first number as a 10 (effectively making it a 10) for the sake of not having to have rerolls and keep the flow of the battle going.
Example: Billy rolled a 99
BIlly's roll will be treated as 099


damage and critical rolls

When a /random is made against a All melee, ranged and magical abilities using /random are critical on a score of 9 or 0, (unless otherwise specified by an ability in play) and do double the numerical amount rolled.
Any additional damage/healing dealt by a passive or ability is added in after the damage/healing value and critical strike have been determined.
Critical Advantage
When you roll a critical hit (9 or 0) the player may roll again for a second attack, this second attack however cannot crit and you will not get an extra attack should you toll a 9 or 0 glancing blows do not gain this effect
Glancing Blows
whenever a player misses but deals critical damage that is called a glancing blow, half the damage rolled is given
(*Example Billy rolls a 280, his attack missed however, because he rolled a critical attack he does 4 damage)


Healing & Hp values

Healing

Healer Classes
When a player declares to cast a heal on an ally, a /random will be made to determine the amount and critical. Healing spells will always hit a friendly target regardless of the first number. The second number value and critical chance third number are what the heal value is.
Any healer may opt to use their /random for the turn to heal All allies instead of a single target. Only a dedicated healer job class may use this. Since this is a powerful spell requiring much aether and focus, this option can only be used once every 3 rounds. All allies are healed for 50% of the numerical value rolled.Off heal classes
Paladin, Summoner, Red Mage or Blue Mage may only cast a /random heal at a single target player of choice. All healing done by these jobs will be 50% of the damage roll, e.g a roll of 764 will result in the recovery of 3HP.
Aoe Healing
Allies healed with aoe healing will only receive 50% of the numerical valued rolled