Advanced MML Tutorial: Player Combat
May 2, 2020 10:26:23 GMT -6
Post by Jack on May 2, 2020 10:26:23 GMT -6
Player Combat
The world is filled with all sorts of dangers and threats, from bandits on the road to invading armies in the land. Even those without creatures by their side to protect them need to know how to defend themselves. This is where Player Combat comes in.
Note: the Player Combat system can only be learned by characters, and is not intended to be learned by pets. The only (rare) exception are pets with either the “Complex Thought” or “Keen Mind” abilities.
The Basics
You learn combat by buying ranks in the relevant Combat and Marksmanship skills in the Skill List (Brawling, Martial Arts, Blademastery, Spearguard, Vigilance, Marksmanship, Assassination, Exotic.)
A single rank in the relevant skill grants you 5 Combat Points to spend in that same expertise group in the Combat Expertise list.
(Example: investing 1 rank in the Blademastery skill gives you 5 cp to spend on any Blademastery expertise)
(Investing 2 ranks in Vigilance skill gives you 10 cp to spend on any Vigilance expertise, ect.)
For every 10 cp in an expertise, you get to roll 1d10 towards making that expertise work (Up to 100 cp, which is 10 dice. More on this below)
Combat consists of players each choosing which expertises they use, seeing if those expertises succeed based on their investment in them and then determining results, if any.
Now, there is a limit to how many ranks and combat points you can have total. Across both skill groups (Combat and Marksmanship) you can have no more than 200 ranks invested (giving you a total of 1000 cp to work with) and a maximum of 140 ranks in one of the two (giving you 700 cp to work with). This means that if, for example, your character decides to never take anything in Marksmanship, they can only have 140 ranks in Combat skills. The remaining 60 ranks can only be spent in Marksmanship if they so choose, but they are not forced to.
The world is filled with all sorts of dangers and threats, from bandits on the road to invading armies in the land. Even those without creatures by their side to protect them need to know how to defend themselves. This is where Player Combat comes in.
Note: the Player Combat system can only be learned by characters, and is not intended to be learned by pets. The only (rare) exception are pets with either the “Complex Thought” or “Keen Mind” abilities.
The Basics
You learn combat by buying ranks in the relevant Combat and Marksmanship skills in the Skill List (Brawling, Martial Arts, Blademastery, Spearguard, Vigilance, Marksmanship, Assassination, Exotic.)
A single rank in the relevant skill grants you 5 Combat Points to spend in that same expertise group in the Combat Expertise list.
(Example: investing 1 rank in the Blademastery skill gives you 5 cp to spend on any Blademastery expertise)
(Investing 2 ranks in Vigilance skill gives you 10 cp to spend on any Vigilance expertise, ect.)
For every 10 cp in an expertise, you get to roll 1d10 towards making that expertise work (Up to 100 cp, which is 10 dice. More on this below)
Combat consists of players each choosing which expertises they use, seeing if those expertises succeed based on their investment in them and then determining results, if any.
Now, there is a limit to how many ranks and combat points you can have total. Across both skill groups (Combat and Marksmanship) you can have no more than 200 ranks invested (giving you a total of 1000 cp to work with) and a maximum of 140 ranks in one of the two (giving you 700 cp to work with). This means that if, for example, your character decides to never take anything in Marksmanship, they can only have 140 ranks in Combat skills. The remaining 60 ranks can only be spent in Marksmanship if they so choose, but they are not forced to.