Chapter 9 - Encounters and Combat
9.1 Encounters
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9.2 Conditions for Battle
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9.3 Battle Structure |
9.4 Results |
9.5 Health
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9.6 Maladies |
9.7 Logistics |
9.8 Morale
9.1 Encounters
Combat is an inevitability in Storm World. Whether you are traveling the countryside
or simply walking down the city streets, danger lurks around the corner. Anytime
two inter-dominion players come into the same non-city location, an encounter happens.
Likewise, anytime that a creature or non-realm character is met, then an encounter
occurs. We will discuss each individually. Of course, an encounter does not necessarily
mean combat.
City locations are considered sanctuaries ("protected areas"). In these locales,
no combat can occur between two realm characters. It is simply not possible. Knowing
this, your realm character can stay alive forever by staying within a city. This
allows a dominion to perpetually exist. Of course, this limits your enjoyment to
the game, and it compromises your power accumulation. Nevertheless, it is wise to
always have at least one realm character within a city. This way you will not lose
all.
This does not mean that you are completely safe within the cities though! Although
other realm characters cannot harm you, independant realm characters (characters
controlled by the game and not a player) still lurk. Whenever you issue the EXPLORE action, GUARDDUTY action,
or attempt to BURGLARIZE within a city be careful, petty thieves and brigands might
attempt to assault you.
Regardless of whether a fight breaks out from an encounter, the encounter is noted
in the realm character's travel log. The chance of a citizen encounter will increase
depending on the location. Generally, the chances are the same, however, in certain
terrains, the chance increases.
9.2 Consitions for Battle
It is now that a new concept must be introduced: Intent. Intent is simply the programmed
reaction to encounters. It works in tandem with your Allies and Enemies list. There
are four Intent settings: Passive, Neutral, Aggressive and Crusade. Each are explained
below.
Passive intent means that all encounters are avoided if possible. No conflict
is initiated no matter who or what is encountered. This is the default setting for
realm characters. Being Passive does not mean that all encounters are successfully
avoided. Passive characters may still be surprised, or they may be hit with an enemy
which can strike from a distance. However, even if a battle is engaged, the Passive
character will attempt to flee as soon as time permits. The mystical round and missile
round always happen when combat begins (although the number of missile rounds may
be reduced), but sometimes the melee rounds can be avoided altogether. Being Passive
ignores your Allies and Enemies list. It assumes under no circumstances will your
character engage in combat. Also note that allied dominions who are attacked will
not be assisted when set to passive (meaning that if you are in the same location
as an ally who is being attacked, yet you are set to Passive, then you will not
assist).
Neutral intent is similar to Passive in that conflict is never initiated,
however, the realm character will not flee if conflict arises. In other words, the
realm character will not be looking for a fight, but will not flee if one is encountered.
More often then not, monster encounters will lead to combat (most creatures are
always set to Aggressive), so this setting will see an increase in combat. However,
most realm characters are also set to Neutral (if not Passive), so combative encounters
with realm characters are still rare. However, when Neutral, realm characters will
attack other characters declared as enemies to your dominion. Therefore, if you
encounter another realm character from a dominion you have explicitly declared as
an enemy, your realm character will attempt to engage in battle.
Aggressive intent is for the realm characters who want to fight something.
Whenever an encounter is had, the realm character will invite a conflict. This way,
all monster encounters end with a fight (except for creatures or numbers that the
realm character would certainly avoid), and many realm character encounters are
as well. Other realm characters from dominions you are on friendly terms with must
be explicitly noted as a friend (declared as an ally) or they are attacked as well.
All realm characters not on the allies list will be attacked (unless they are set
to Passive and can escape battle). Note that most creatures of the realm have Aggressive
as their default intent.
Crusade is a mixed intent. It combines both Neutral and Aggressive. It
is useful for adventuring because of the programmed response differentiation it
gives to different encounters. When encountering other realm characters, the Crusade
intent is considered Neutral which means that dominions explicitly declared as enemies
are attacked. For realm characters not on the enemies list, your realm character
will not initiate a conflict, but he/she will not flee from one either. However,
if the realm character encounters a citizen or monster, then his/her intent is considered
Aggressive - meaning that they will attack all non-realm character creatures they
encounter (except for creatures or numbers that the realm character would certainly
avoid - as above). There is a difference though. With the intent set to Crusade,
the realm character is obviously looking for a fight. Therefore, the chances that
an encounter (with a non-realm character of course) will occur will increase.
For summary, your Allies list only applies when your realm character is set to Aggressive.
During this time, only allies are not attacked. Your enemies list only applies when
your realm character is set to either Neutral or Crusade. In that circumstance,
your realm character will attack the enemy.
Your enemies list has another purpose in regards to your strongholds. Regardless
of whether your stronghold is declared as "Allies" or "Open", known enemies will
not be permitted inside the stronghold. Likewise, they will not be permitted to
purchase items from your shops, or take advantage of any service your stronghold
provides.
Note that if you lose a combat encounter, your realm character's intent automatically
changes to Passive. Also note that regardless of your intent, if you enter a lair
which houses an aggressive creature, an attack will occur!
Intent has another purpose for in-town encounters - specifically for two actions:
BURGLARIZE and GUARDDUTY.
When attempting to BURGLARIZE someone in a city, your intent is checked when you
encounter other people. If set to Passive or Neutral, you will not attack other
thieves (unless you get attacked). However, by setting yourself to be Aggressive
or Crusade, you will attack other burglars or thieves you encounter. Also,
if set to Aggressive, you will resist arrest if caught (possibly attacking city
guards). While this may allow you to get away with the crime, you might face a longer
jail sentence if you fail.
When set to Passive or Neutral while performing GUARDDUTY, you will not attack anyone
found breaking the laws - you simply report it to the proper, full-time guards.
However, any other setting will make your realm character attempt to resolve the
problem themselves, most likely ending in a combat.
9.3 Battle Structure
When an encounter leads to conflict, the battle begins. The combatants each take
sides, dividing the encounter into two halves. There will never be a case in which
three or more opposing sides fight at the same time.
Any realm characters traveling with an entourage will have some help during the
encounter. Also, any other realm characters belonging to the same dominion will
assist during battles. Traveling companions not within the same dominion will only
fight if grouped with each other, or if allied and not set to Passive. Combat takes place in three separate
"phases": Mystical Phase, Missile Phase, and Melee Phase.
Mystical Phase: During the first phase, only units with mystical powers or items
can attack. Even then, only mass damage effects are used at this time. No specific
targets are named at this time, as the effects are widespread. Only one round passes
when the Mystical Phase occurs.
The following order of use is applied when there is the possibility of having multiple
opportunities to attack during the mystical round...
(1) If you have invoked a mass attack spell/power, then it is used first (you have
already spent the spell/meditation points to use it).
(2) Any mass attack item readied in one miscellaneous slot will also be used,
in order of the slot. For example, if you have a Wand of Fire (a fire-based mass attack spell) ready in miscellaneous slot 1, then it is used. Items in miscellaneous
slot 1 precede miscellaneous slot 2 (and so on). As soon as one such item is used,
no more are used, even if more are in other miscellaneous slots.
(3) If you have an item in any other slot which can invoke a mass damage effect
(such as a sword or armor), then it would be used as well.
If none of the above apply, then no attack is made in the mystical round. Note that
it is possible for all three effects above to happen. So, if you have invoked Psionic
Pulse, have a Wand of Fire in your miscellaneous slot and have a Sword of Lightning
ready, then you will throw out a lot of mystical damage before the missile
round begins.
Missile Phase: The missile phase allows any unit which carries a ranged
weapon to join in the fray. Additionally, mystical characters can still use damaging
powers which strike individual enemies. Only characters with no mystical firepower,
no missile abilities, and no items which allow ranged attacks cannot act this round.
The number of turns which pass during the missile phase is determined by the combatants.
It is normally 2-5 rounds, but if both sides have missile/ranged abilities, then
this increases by 1 round. Also, if in certain settings (like a dungeon or thick
forest), then the number of missile rounds may also be reduced. You may have multiple
attacks based on items readied and mystical powers invoked. All attacks are governed
by the speed of the attack (noted below).
Melee Phase: When all the above finishes, both sides converge into melee.
Missile/ranged attacks are no longer used, and only melee weapons or special abilities
will be utilized. During the melee phase, everyone gets a chance to
attack (again governed by the speed of the attack). Attacks are calculated in order,
so it may be possible for someone to fall prior to getting an attack. Any attacks
which occur simultaneously will all be counted.
During the missile and melee phases, all attacks are controlled by the speed of
the attack. Some combatants may have a very high attack rate and could get in several
attacks while a slower combatant only gets one. Speed is determined by several factors:
(1) Size; (2) Weapon used; (3) Skill level; (4) Intellectual Strength.
Naturally, the larger the creature attacking, the slower the attack. This also applies
to the weapon (note the bulk of a weapon directly relates to its speed). So, an
Ogre using a massive club is much slower then a goblin with a knife. Your skill
level in Stealth affects your speed as does your Intellectual Strength. Note that
there is a random element here, and terrain/environment/maladies may affect these
numbers as well.
During the course of the battle, damage is taken by both sides. Your character can
sustain only so much damage prior to being killed or being knocked unconscious.
Your character's ability to withstand damage is called health. When the damage inflicted
exceeds what your character can withstand, the realm character falls and could possibly
die.
During the course of the battle, your RC may also elect to take other actions as
well, including - but not limited to - healing and curing himself/herself. If you
have a ready potion of healing in your miscellaneous slot, then it will be used
when needed (when your health drops below 50% of the maximum).
9.4 Results
At the end of the battle, there are a number of things which may happen. Assuming
you survived the battle, the following results may occur...
(1) You may gain a sum of gold depending upon how many creatures you successfully
defeated. Many creatures carry gold on them, and as you defeat them individually,
you add their sum of gold into the pool (which is later divided among those who
survive the ordeal).
(2) Items can be recovered from many creatures as well. This includes magical items,
psionic items, regular equipment, manuscripts or treasure.
(3) With appropriate skills (Environment knowledge), you may be able to forage items
from a creature if you are able to recognize their worth. This could result in mystical
components.
(4) You may be able to "salvage" materials from the creature. This could include
rations, but more likely includes trade items such as hides and ivory.
(5) Your fame/infamy and your reputation may increase as word of your battle spreads.
This is not guaranteed, but is influenced by your existing ratings and the creature(s)
you defeat.
(6) Guilds may react to your encounter either favorably or unfavorably due to who
you defeat, and their outlook. Peaceful guilds react by becoming annoyed, while
combative guilds may be impressed.
If you fail to achive victory, some other results may occur…
(1) You may die. The higher level creature that defeats you, the more likely your
character could be destroyed.
(2) You may lose gold if the creature is intelligent enough to take it from you.
This is usually small, but could be larger based on your enemy.
(3) Your fame/infamy and reputation may be negatively affected.
(4) Guilds may react as above, or they may be more judgmental based on your failure.
9.5 Health
All realm characters have a health rating. Your health is perhaps the most important
combat stat in the game. Your health measures how much damage your character can
sustain before collapsing. Every time your RC gets struck by a weapon, or suffers
from a fireball, you lose health. When your health reaches 0, your RC collapses
and could die.
Typically, a realm character can sustain a couple sword strikes from a similarly-leveled
creature and survive. However, larger or more capable creatures/realm characters
can cause significantly more damage. When an RC is damaged, he/she begins to recover
that health. The passage of time is one way to restore lost health points (though
some forms of damage may require magic or psionics to heal). All realm characters
and creatures restore lost health the same way.
For each day that passes, you recover health based on their
physical strength, divided by 5. So, for RCs that have a physical
strength of 1, they gain back 0.2 health per day (or 1 health point per 5 days).
It takes a physical strength of 5 to recover 1 health per day. RCs with a physical
strength of 10 recover 2 health points per day (and so on to a maximum of 10 health
per day at physical strength 50). The above rate is doubled if in a city or stronghold
(or in the case of creatures, inside their own lair).
There are potions of healing which can restore health immediately. There is also
a sorcerer spell, Healing, which can perform a similar task (and can be cast from
a scroll). Under normal circumstances,
your RC cannot exceed their normal maximum. So, if you have 17 health and your maximum
is 20, then a healing spells which restores 10 health will still only return you
back to 20. There are some methods to go beyond this maximum, but those health points
are lost at a rate determined by the power you used to exceed your maximum.
All RCs have 17 health, plus 3 health for every point of physical
strength. So, all starting RCs have at least 20 health. Of course, there
are other means to increase this maximum, but you'll have to find those on your
own.
Note that there are some maladies which prevent natural and/or magical healing.
9.6 Maladies
There are a number of special affects which can contracted by your realm characters.
More often then not, these are conditions which are contracted by combat with creatures,
but they can also be contracted through traps and mystical sources. The table below
shows the most common afflictions in the game.
9.7 Logistics
Combat requires a multitude of rolls and statistics to create a realistic result.
Although some of the numbers in the game might not be known to you, it is important
to understand how they work. The important concepts to understand are: (1) Attack
Speed; (2) Attack Probability; (3) Damage; (4) Strength Checks; (5) Death Blows.
(1) Attack Speed
As noted above, there are several factors which go into the rate at which you attack.
The baseline for all creatures is their Intellectual Strength. This number equals
your base rate of attack. Every point allocated towards your Intellectual Strength,
increases your attack speed. This number also modifies attacks by missile and even
mystical means.
All skill level benefits are added to this number (each knowledge level attained
in Stealth counts as a +2 modifier to your Intellectual Strength score as far as
attack speed is concerned).
All creature sizes have a modifier to the attack speed. Using the largest creature
in the game as a base, all modifiers are applied to each combatant. If there are
no creatures of differing size, then no modifier is issued.
The weapon used is then considered. Whatever bulk rating the weapon has, that number
is subtracted from the attack speed of the creature.
After all the above is considered, any bonuses due to magic or psionics or special
equipment is applied.
As an example, let's say that a realm character faces a Bugbear. If the realm character
has an Intellectual Strength of 10 and a Stealth skill level of 3, then the base
attack speed for them is ( 10 + ( 3 x 2 ) = ) 16. Since the realm character is human,
and therefore medium sized, they get a bonus of +5 to their speed thanks to the
Bugbear being a large creature. If the realm character has a Long Sword +2, then
the bulk modifier for the attack speed is -3. Assume no other modifiers, so the
RC has a final speed of 18. The Bugbear also has an Intellectual Strength of 10
and a Stealth skill of 2. This brings its attack speed up to (10 + ( 2 x 2 ) = ) 14.
The Bugbear, being the largest creature on the field, gets no modifier to its speed
due to its size. It uses a Great Axe for a weapon, subtracting 6 from its base score
to bring it down to a final rate of attack of 8.
From this example, the realm character should get, on average, two strikes for every
strike the Bugbear gets.
(2) Attack Probability
Your chance of successfully striking a foe is also a combination of factors. It
begins with your Intellectual Strength, plus your Combat skill level, armament modifiers
and mystical bonuses. This number is your attack score.
Your Intellectual Strength, plus modifiers for your Combat skill level and armaments,
provide your defense score. It may be different based on whether this is a missile
or melee attack.
To figure out if the attack succeeds, the attack score is taken as a percentage
of the attack score plus the defense score. For example, if someone has an attack
score of 20, and they attack someone with a defense score of 10, then they have
a ( 20 / ( 20 + 10 ) = ) 66.667% chance of successfully striking the target.
(3) Damage
When a successful strike occurs, damage is rolled (assuming the target is susceptible
to the attack in the first place). The damage done is based on the realm character's
Physical Strength score. This is modified by the weapon used, and the Combat knowledge
level.
This number provides the maximum damage which can be dealt. However, the damage
is actually randomly rolled within the range: (Maximum / 2) rounded down - Maximum.
In other words, if you have a maximum damage rating of 12, then your damage will
always fall between 6 - 12. If your maximum damage is 17, then the range is 8 -
17.
Once the damage is determine, the target's deflect damage score is taken into account.
The deflect damage score is rolled just like the damage roll ((Maximum / 2) rounded
down - Maximum). However, the damage done can never be completely negated. So, if
a character inflicts 5 damage to a target, and the target has a deflect damage score
of 3, then he will reduce the damage inflicted by 1 - 3 points. If the damage inflicted
was only 1 point and the target deflects 1-3 points, then the target still takes
the minimum of 1 point of damage.
(4) Strength Checks
Some attacks must subject the target to a strength check. A strength check is simply
a roll based on the appropriate strength score of the character in question. A strength
check only takes into account the type of attribute needed (Intellectual Strength
for mental attacks, Physical Strength for physical attacks and Mystical Strength
for some mystical attacks), and the difficulty of the check.
Normal strength checks are made without modifiers, but difficult checks penalize
the target's score by 5 points, and very hard checks penalize by 15. So, if your
character has a physical strength score of 16, but has to make a difficult strength
check, then the strength check is made as if your RC's Physical Strength was only
a 11. If it was a very difficultcheck, the modified Physical Strength would be a 1.
However, easy checks provide a +5 bonus, while very easy checks modify by +15. The
actual chances range from a 20.1% chance of success (if the modified strength score
was a 1) up to a 95% chance (if the modified strength score was a 50).
Failure to make the checks may result in more damage or contraction of some malady.
(5) Death Blows
When brought down to 0 health, your character may perish. However, there is a good
chance that you will simply be knocked unconscious. The chances of death increase
as you face tougher foes. If a creature brings you down to or below 0 health, then
the creature makes a strength check. Depending upon the method of the attack, the
attribute used is determined. For example, if struck by an Ogre's club, then a physical
strength check is made. If struck by a golbin's arrow, then an intellectual strength
check is made. If struck by a wizard's Mage Blast spell, then a mystical strength
check is made. If successful, then the realm character must make a successful physical
strength check to survive the strike. If successful, the realm character simply
is knocked unconscious. If failed, the realm character dies.
When facing creatures of a higher level, the chances of death increase as the difficulty
of the Physical Strength check increase. If you are a new character and you fall
at the hands of a Giant, death is almost assured.
9.8 Morale
Your realm characters are smart enough to know that you do not have to be brought
down to 0 health to know when a battle is lost. Depending upon the results of the
battle and your realm character's current intent, you could flee prior to everyone
being knocked down. Morale is a concept which governs whether your realm character(s)
remain and fight or run to the hills.
Every so often throughout the course of the battle, a morale check is made. If no
conditions have been met to flee, then no morale check is needed to see if the party
remains. However, if some conditions exist, then all realm characters on that side
must make a seperate morale check. In order to flee (which is not guaranteed even
if an attempt is made), all realm characters from one side of the battle must fail
their morale checks for the battle to be considered lost.
Henchmen, mounts, summoned creatures, escorts and other non-player controlled creatures
do not roll for morale, but their condition does influence the realm character they
are following. All unconscious realm characters automatically fail their morale
checks.
The following conditions all raise the difficulty of succussful morale checks by
one level...
1. Realm character is currently below 50% of maximum health (after healing has been
applied)
2. At least 1/2 of all realm characters are below 50% of maximum health
3. At least one realm character has fallen
4. At least 1/2 of all realm characters have fallen
5. An escort that you are leading is down to 1/2 maximum health
6. At least 1/2 of all of your non RC followers are below 50% of their maximum health
For example, let us say that a band of 4 realm characters encounter a large party
of enemies. Each realm character has two henchmen (regardless of their type), and
two of the RCs also have an escort. During the course of the battle, no morale checks
are even attempted until one of the henchmen falls below 50% health. The RC who
leads that henchmen now has a cause to roll for morale, though since no other RC
has a morale check required, the results of this RC's morale check is irrelevant.
If that RC was alone, then there is at least a possibility of a morale failure and
an attempt to flee. Let's say that later in the battle, two of the RCs now are below
50% health, but no other morale events have transpired. Now there is a legitimate
chance of a failure and a flee attempt since condition number 2 (above) is now met
by all realm characters. From that point on, morale checks are needed to be made,
but until all RCs fail their check or are unconscious, they bravely fight on.
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