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Core:Interactions: Difference between revisions

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=== Complete Manifest Interaction Routine ===
=== Complete Manifest Interaction Routine ===
{{Core:Complete Manifest Interaction Routine}}
{{Core:Complete Manifest Interaction Routine}}
}}<noinclude>[[Category:Basic rules]]</noinclude>
}}<noinclude>[[Category:Basic rules]]</noinclude><noinclude>[[Category:Interactions]]</noinclude>

Latest revision as of 10:42, 24 February 2025

Every ability in Teriock Online is mediated by one of four Interactions. There are also several responses that may come into play.

Interactions

Attack Interaction

The most important interaction is the attack interaction, which is used whenever a weapon, body part, or missile would come into contact with a target. The attacker first makes an attack roll (1d20) against the target's armor class (AC). If the attacker is proficient with the ability they are using, they add their proficiency bonus (P) to the roll. If this roll is equal to or greater than the target's AC (typically 10 + AV), the attack hits. If the roll is less than the target's AC, the attack misses. A natural 20 on the die is always a hit, and a natural 1 is always a miss. The consequence of a hit is described in the "On hit" section of the ability that's used.

If the hit is from a natural 20, then the attack is a critical hit and the effect of the ability "goes critical". If this changes anything about the effect, then it's described in the ability's "On critical hit" section. Any creature that is up may choose to be hit by an attack, even if the attack would normally miss. This is called "Taking the hit". They cannot choose to take a critical hit.

Shields have special rules regarding if a creature can attack. Shields always have the blocking property. But different types of shields have different rules that govern what can be used with them.

Buckler Shields
Any type of item can be held in an arm using this.
Large Shields
Any type of item can be held in an arm that's using large shielding equipment. But only small equipment can be used to attack or block.
Tower Shields
Only small equipment can be held in an arm that's using tower shielding equipment. But but no equipment can be used to attack or block.

Multiple Attacks

The first attack you make in a given turn has no penalty to hit. Each subsequent attack you make accrues some cumulative attack penalty (AP) which will apply to future attacks made in the same turn. The value of the penalty that's added is the AP of the equipment or body part you attack with. Unless otherwise noted, an attack has an AP of -3. This is the AP for missile attacks as well as any other attack where an -3 isn't stated. Your attack penalty resets to 0 at the end of each turn (not just your own).

Lord Goobelthorp is wielding a claymore in two hands. The claymore has an AP of -4. The first attack they make with the claymore has no penalty to hit. If they make a second attack with the claymore in the same turn, that attack has a -4 penalty to hit. If they make a third attack with the claymore in the same turn, that attack has a -8 penalty to hit.

Kaflimbo is wielding a shortsword (AP of -2) in one hand and a longsword (AP of -3) in the other. They first attack with the shortsword which has no penalty. If they make a second attack using the longsword, it has a -2 penalty to hit. They can then attack with the shortsword again and it has a -5 penalty accrued from the first and second attack. If they want, they can then use Off-Hand Attack to then get in a fourth attack with the longsword that has a -7 penalty to hit.

Tizzy Snomblom has a war hammer in one hand and a tower shield in the other. The arm with the tower shield is also holding a dagger, although they cannot attack with it. The first attack they make with the hammer has no penalty to hit. If they make a second attack with the hammer in the same turn, that attack incurs a -4 penalty to hit. If they make a third attack with the hammer in the same turn, that attack incurs a -8 penalty to hit.

Flaxer Gogo has a longsword (AP of -3) in one hand, a dagger (AP of -1) in the other, and a buckler shield strapped to the arm with their dagger. The first attack they make with the longsword has no penalty to hit. Since they're using is buckler shield (and not some larger type of shield), they can also make a second attack with the dagger in the same turn with a -3 penalty to hit. If they make a third attack with the longsword or the dagger in the same turn, that attack has a -4 penalty to hit.

Block Interaction

If an attack hits, but has not gone critical, then the defender has a chance to block. In addition to the AV of armor, every other item has some block value (BV). If the defender attempts an ability that uses the block interaction, then they add the item's BV to their armor class. If the new total is greater than the attacker's attack roll, then the block succeeds. If the new total is less than or equal to the attacker's attack roll, then the block fails. The consequence of a successful or unsuccessful block are described in the "On success" and "On fail" section of the ability that's used. For a Basic Block, a successful block causes the attacking effect to fizzle.

Feat Interaction

The feat interaction (or "feat save interaction") is used whenever a target would have the chance to respond to an ability that doesn't hit them physically (such as area of effect abilities like auras). Any ability using the feat interaction has a "Saving feature" section which describes which attribute the target must use to make the save. They then add two times that attribute. For instance, if an ability requires a "feat of strength" to make the save, then the target will roll 1d20 + (2 × STR). If they are proficient in the attribute they are saving with, they will add their proficiency bonus to the roll as well. If the roll is equal to or greater than the save DC then the save succeeds. If the roll is less than the save DC then the save fails. The consequence of a successful or unsuccessful save are described in the "On success" and "On fail" section of the ability that's used. Some feats may also be able to "go critical" if the save is a natural 1.

The save DC depends on the creature using the ability. If they're proficient in the ability, then the save DC is 10 + P. If not, then it's just 10.

Manifest Interaction

The final interaction is the manifest Interaction. It's by far the simplest and is used whenever an effect "just happens". There's no built in way to deal with a manifest, only responses like resistances and immunities.


Responses

Resistances

Some abilities grant Resistances to certain effects. Rather than being "absolute" like in live action FanWar, Resistances in Teriock Online have only a chance of stopping an effect. When a creature would be affected by something they are resistant to, they make a resistance save. This is a DC 10 d20 roll that they add their proficiency bonus to if they are proficient in the ability that grants them their resistance. On a success, the target is not affected by whatever was going to happen to them. On a fail, they are. Resistance saves cannot be failed automatically. Only one resistance save can be attempted per interaction. A resistance cannot stop a warded ability.

Immunities

If you are immune to something, it does not work against you at all. A warded ability does not cut through immunities.

Order of Operations

As a rule of thumb, the basic rules of Interactions happen first, followed by Immunities, then Resistances. In case it's needed, the complete interaction routines are provided below.

Complete Attack and Block Interaction Routine

Complete Feat Interaction Routine

Complete Manifest Interaction Routine