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Old January 13th, 2006, 05:51 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Caelum strategies

Quote:
SeditiousCanary said:
I can read what the screen tells me, but it's nothing more than flavor to me without some understanding of how weapon damage works, which weapons are bigger, faster, what have you. The manual doesn't speak to this at all.
The mechanics of combat are outlined in the first section of the manual. At its heart, it's a check of 2d6oe + attack > 2d6oe + defense. If you hit, you cause strength+weapon damage+2d6oe-protection-2d6oe. All other modifiers work with this system.

All units act once per turn unless they have quickness. A unit can only attack one grid square per time that they act. If a weapon has multiple attacks, then all attacks from that weapon are applied to one of the units in the target square. If a unit has multiple weapons, then each weapon can target different unit in the target grid square. Every attack against a unit in one turn reduces the target unit's defense by one point.

Missile weapons must first make some kind of roll using precision to determine what grid square they will hit. This calculation is currently unknown. A missile weapon targets a unit in it's target grid square, and always roll an attack of 10+2d6oe > 10+2d6oe (Attack of 10 versus a defense of 10). The only modifier to the target's defense is the defense modifier on any shield that it carries (ie. 4 for tower shields).

The special properties of the weapons and defenses raise the number of possible interactions greatly. Armour negating weapons ignore the protection score for damage rolls. Armour piercing weapons half the protection score. Flails ignore the defense modifier from shields. I don't remember exactly, but I believe that Flambeau type weapons cause triple damage before the protection roll is subtraced. Life-stealing weapons return one half of the inflicted damage as hitpoints, and twice the inflicted damage as fatigue as long as the target is not lifeless. Ethereal causes 75% of attacks to miss, except from magical weapons. Luck causes 50% of all effects to not cause any harm. Mistform reduces damage to 10%, and lasts till hit by a sufficiently damaging single attack, or till hit by a magical weapon. Mirror images dissappear when the real target is struck. The number of images depends on the targets air magic level.

A probability chart for the open-ended dice rolls is available at:
Dominions Dice Roll Chart

If there are any other specific effects you are wondering about, just ask.
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