Combat
Combat is the meat of the Ethos system.
Nonetheless, it strives to be simple.
5a. Dice Rolling and the Step Table
All attributes in Ethos have a rank, numerical score,
what have you. Whenever you use this attribute, you roll
dice according to your rank, add them, and use that as
your total. When you roll attributes against each other,
subtract the defender's roll from the attackers.
The Step Chart
| Step |
Dice |
| 1 |
d2 |
| 2 |
d4 |
| 3 |
d6 |
| 4 |
d8 |
| 5 |
d10 |
| 6 |
d12 |
| 7 |
2d6 |
| 8 |
d8+d6 |
| 9 |
d10+d6 |
| 10 |
d10+d8 |
| 11 |
2d10 |
| 12 |
d12+d10 |
| 13 |
2d12 |
| 14 |
3d8 |
| 15 |
d10+2d8 |
| 16 |
2d10+d8 |
| 17 |
3d10 |
| 18 |
d12+2d10 |
| 19 |
2d12+d10 |
| 20 |
3d12 |
| 21 |
4d10 |
5b. Standard Combat Rolls
Order of actions: Initiative vs. Initiative (highest goes
first)
Physical Attack: Accuracy vs. Evade (success hits)
Physical Attack Damage: Battle Power vs Defense
(margin of success damage)
Magic Effect: [color] Magic vs. Block (margin of success
effect)
Magic Effect (Unresisted): [color] Magic (roll is effect)
5c. Round Sequence
Combat proceeds in the following order.
1) Roll for initiative
2) Highest Roller Declares action
3) If that action is a physical attack, roll Acc vs Evd. If
attacker wins, attack hits. If defender wins, it is a miss.
4) Roll for effect.
5) Effect takes place.
6) Go to 2, repeat with next highest initiative
7) End of the round: Jump Attacks land, poison
damage, etc.
5d. Damage, Dying, and Death
If your HP drops below zero, you drop unconscious
and begin to bleed out. If you are healed by White
Magic to above zero HP, you stop bleeding out but
remain unconscious unless you receive a spell such
as Awaken or Raise.
[Bleeding Out Rules Go Here]
If you ever reach negative HP equal to Stamina * 5, you
die. [may I suggest changing this to Sta * 3?)
|