Rules

World of Imarel Channel Rules - by T.A. Saunders © Revised 5.6.15

Section Two: Combat Dice

Combat dice are handled only slightly differently than ability checks. Depending on your class, you will have a base percentage to hit your target(s). The chart below explains what class types use what hit type and what that base percentage for that hit type is.

Class Primary Hit Type & Base Percentage Secondary Hit Type & Base Percentage
Engineer Range 50% Melee 50%
Knight Melee 50% Spell (except Cavalier) 65%
Mage Spell 65%
Occultist Spell 75%
Priest Spell 85% Melee 50%
Rogue Melee 75% Range (except Bard, Spell hit used) 50%
Scout Range 75%  Melee (Except Ranger, Spell hit used) 65%
(Ranger Spell hit)
Seer Spell 75%
Warrior Melee 60% Range 60%
Willshaper Spell 75%

This base percentage indicates the possibility of your character hitting the target. In the cases of dual classes, you use the base percentage for the class function you're using. If you're playing a ranger/mage dual class, you use the ranger base percentage and bonuses for ranger divine magic, if you're casting a mage spell then you use the mage base and percentage.

Once you have your base percentage, you begin adding up all your class and race bonuses to your base to get your total hit percentage. This total hit percentage should always be tagged in combat posts you make as to to make the GM's job of determining whether you have hit or not easier. Things to remember to add together when calculating your total hit:

• Base hit %
• Shared Class Bonuses
• Class Specific Bonuses
• Racial Bonuses
• Weapon Bonuses
• Bonuses from Tattoos/Buffs/etc.

With the total hit calculated, you can then easily add it to combat posts you make, such as in the following example:

* Farmer_Bill charges the giant two-headed skunk with his Pitchfork of Fury, attempting to drive the mighty weapon into the smelly creature's flank. [Total Hit +105%, 1 attack per round, Armor Rating -60%]

This information allows the GM to calculate the final hit score you need, based on your total hit, versus your target's total armor rating. Armor Rating

Armor Rating is tabulated in much the same way your hit percentage is, but we'll look at that later. Using the above example, Farmer Bill has a +105 melee hit, versus the giant two-headed skunk's -50% armor rating. That means:

+105% melee hit -50% armor rating for the skunk = 55% chance to hit the skunk.

In this example, let's assume the GM rolls the percent to hit and 41 is the result of the d100 roll. This means the Farmer Bill successfully stabbed the giant two-headed skunk in the flank. It should be noted that the lower the result the better the hit is. On a result of 1 a perfect result is attained and 2-5 indicate a critical result. Conversely, a result of a 100, regardless of bonus percentage is always a critical fail.

As mentioned previously, Armor Rating should also be always tagged in the combat post as well. Using the above we know that Farmer Bill's Armor Rating is -60% This means that the skunk's hit roll is negatively affected by the protection Bill has and as a result, has less of a chance to hit him. Since Bill attacked, we will now look at what happens when the skunk attacks as part of the GM's resolve to combat.

* The giant two-headed skunk is furious. The wound sends the mutated creature into a berserk rage that launches the incensed creature upon Farmer Bill, shredding him with slashing claws. The attack rends Bill's left arm and shoulder wide open.

The GM makes this resolve by rolling the hit roll in the ops channel. Knowing Bill's armor rating and putting it against the Skunk's hit (monsters are classed like people for purposes of hit, but may or may not have said class's abilities). Let's say that the Skunk had a 88% chance to hit and scored a 82 on the roll. This would be considered a hit, but not as severe as it could be because it was close to missing.

When tabulating your Armor Rating, remember to include the following items:

• Shared Class Bonuses
• Class Specific Bonuses
• Racial Bonuses
• Armor/Item Bonuses
• Bonuses from Tattoos/Buffs/etc.

Remember when tabulating Armor Rating you add up all the numbers, but the number itself should be posted as a negative number! Posting an Armor Rating as a positive number could be construed as a penalty. Additionally, people wearing no armor at all and not having any racial advantage for additional protection have an Armor Rating of 0%. Mystic Defense

Mystic Defense works in the same way as Armor Rating, but addresses a character's ability to resist or partially resist certain magical, illusionary, mental (such as will-shaping) or certain supernatural attacks. And like Armor rating, all characters start with a Mystic Defense of 0%, save Dwarves who have a -30% Mystic Defense and Voraath, who have a -20% Mystic Defense vs. Magic Diseases and Toxins. This rating can be improved with certain items, tattoos and spells.

Using the above example of Farmer Bill and the Skunk, Bill is now confronted with the Skunk's Magic Stench Musk. Farmer Bill's Mystic Defense is -50% thanks to his Pitchfork of Fury, which is crafted from a magic-nullifying metal, known as Starmetal. This means that the skunk's hit roll is negatively affected by the resistance Bill has and as a result, has less of a chance to hit him. Since Bill attacked, we will now look at what happens when the skunk attacks as part of the GM's resolve to combat.

* The giant two-headed skunk turns around quickly and sprays Farmer Bill with its Magic Stench Musk. The fine mist covers Bill completely in its horrible stink.

The GM makes this resolve by rolling the hit roll in the ops channel. Knowing Bill's armor rating and putting it against the Skunk's hit (monsters are classed like people for purposes of hit, but may or may not have said class's abilities). Let's say that the Skunk had a 101% chance to hit and scored a 65 on the roll. This would be considered a miss in this example.

+101% spell hit for the skunk, -50% Mystic Defense for Bill = 51% chance for the stink to land on Bill.

The GM makes this resolve by rolling the hit roll in the ops channel. Knowing Bill's mystic defense and putting it against the Skunk's spell hit (monsters are classed like people for purposes of hit, but may or may not have said class's abilities). As mentioned above, that would be a miss for the skunk's musk, though the GM could also rule because it was an area of effect attack, Bill would have taken a partial hit. This is GM discretion in all cases.

When tabulating your Mystic Defense, remember to include the following items:

• Racial Bonuses
• Armor/Item Bonuses
• Bonuses from Tattoos/Buffs/etc.

Remember when tabulating Mystic Defense you add up all the numbers, but the number itself should be posted as a negative number! Posting a Mystic Defense as a positive number could be construed as a penalty. Remember, people not wearing protective items or armor that enhance Mystic Defense and not having any racial advantage for additional protection have a Mystic Defense of 0%. Stealth There are three basic, non magical forms of utilizing stealth, as follows:

Basic Stealth

This is a character's ability to move without making a noticeable amount of noise, use cover and shadows to stay out of sight and thus avoiding being seen or heard.  Every character has a base 50% chance of stealth, however some races are capable of doing so at a slightly better rate.  

This ability is affected by armor.  Characters wearing light armor (but not mundane clothing) suffer a -10% penalty to attempts, medium armor penalizes a character by -25%, and heavy armor suffers a -50% penalty to silent movement.

A movement or terrain penalty may apply, per GM discretion.

Skulk

The Rogue's bread and butter, the skulk skill is superior to the hide/silent movement 
abilities by both combining them, and allowing the wearer to hide in plain sight if needed.  This ability is only affected by armor if said armor is outside of what the rogue is allowed to wear, and as such a dual classed rogue or one donning heavier armor than they should suffers a -50% penalty to this ability.

Further, a skulking rogue can move at full movement with no penalty, unless attempting in heavy armor, which reduces their movement speed by half.  Situational penalties may apply and are GM discretion.

Camouflage

The scout's stealth ability, camouflage is utilizing one's surroundings to keep themselves concealed.  As such, Camouflage combines both hiding and quiet movement to a degree above and beyond what most people can normally accomplish, and though not allowing a scout to hide in plain sight as a rogue can, it is still greatly superior to the basic stealth ability.  

Like the rogue, they only suffer a penalty of -50% for wearing armor outside what their class allows, and can move at full movement speed while camouflaged.  As always, situational penalties may apply, and are entirely GM discretion. Dodge/Evasion 

Dodge or Evasion is a measure of a character's ability to avoid harm, either by running, acrobatics, or by predicting a specific type of incoming attack.  Every character has a base 50% chance to make a dodge action when called for it by a GM, though some races (such as Shei) have a higher base chance to do this.  This may be augmented by gear, both positively or negatively, however the latter is more common as armor has a significant effect on how this applies.  Light armor (not mundane clothing) gives a -10% penalty to these rolls, Medium Armor penalizes the attempt by 25%, and Heavy armor results in a -50% penalty to attempts.  

Evasion is a more potent version of this, granted by class abilities, and only suffers these armor penalties if wearing armor outside of the class possessing the ability's allowed armor.  For example, a Theif/Soldier wearing heavy plate armor would still suffer the -50% to evasion attempts, but one wearing leather armor would suffer no penalty.