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<  Skills and Attributes  ~  Skillrolls

Ben
Posted: Wed Feb 24, 2010 7:40 pm Reply with quote
Zombie Overlord Joined: 22 Feb 2010 Posts: 53 Location: Afghanistan
The success of many actions you take is dependent on a skillroll. A skillroll is made by taking a skill (base) and an attribute (modifier) and weighing their corresponding calculated values against another skillroll.

For the purpose of a skillroll, the skill base is worth 60% of the roll and the attribute modifier is worth 40%. Lastly, a bonus/penalty modifier (if any) is added and a random number between 1 and this final calculated value represents the skillroll. It is then checked against the opposing calculated value and the highest value wins.

Skillroll successes and failures are defined by six categories: minor_success, success, critical_success, minor_failure, failure, critical_failure. The success itself is calculated based on the percentage difference between the winning skillroll and the losing skillroll.

If your skillroll wins or loses by a margin of 15% then it is considered a minor success/failure.

If your skillroll wins or loses by a margin of greater than 15% but less than 76% then it considered a success/failure.

If your skillroll wins or loses by a margin of greater than 75% then it is considered a critical success/failure.

Typically critical successes will result in bonus affects (example: enhanced damage from a skill).

These are many of the skillroll combinations you will encounter:

Combat Skillrolls



Make/dodge a melee attack

Skillroll: attacker's weapon skill + accuracy attr (bonus: weapon/ammunition accuracy) vs. victim's evasion skill + speed attr.

Make/dodge a firearm or throwable ranged attack

Skillroll if both attacker and victim are a) under cover, or b) not under cover: attacker's weapon skill + accuracy attr (bonus: weapon/ammunition accuracy) vs. victim's evasion skill + speed attr.

Skillroll if attacker is under cover but victim is not: attacker's weapon skill+25% + accuracy attr (bonus: +5) vs. victim's evasion skill + speed attr (penalty: -5).

Skillroll if victim is under cover but attacker is not: attacker's weapon skill + accuracy attr (penalty: -5) vs. victim's evasion skill+50% + speed attr+25% (bonus +5).

Make a shield block

Chance to make block attempt if blocker is holding ONE shield: blocker's Chance to Block.

Chance to make block attempt if blocker is holding TWO shields: blocker's Chance to Block + 25%.

Skillroll if blocker is holding ONE shield: blocker's evasion skill + speed attr vs. attacker's weapon skill + accuracy attr.

Skillroll if blocker is holding TWO shields: blocker's evasion skill + speed attr (bonus: random number between 1 and blocker's survival attr) vs. attacker's weapon skill + accuracy attr.

Player Combat Skillrolls



Swing

Swing skillroll: attacker's melee skill + accuracy attr vs. victim's evasion skill + survival attr

A minor_success will injure body parts.
A success will fracture body parts.
A critical_success will break body parts.

Eyegouge

Eyegouge skillroll: attacker's melee skill + accuracy attr vs. victim's evasion skill + survival attr.

Slash

Slash skillroll: attacker's melee skill + accuracy attr vs. victim's evasion skill + survival attr (bonus: +LUCK attr)

Lob

Lob skillroll: attacker's throwing skill + accuracy attr (bonus: +5) vs. victim's evasion skill + survival attr (bonus: +LUCK attr)

A minor_success will do 1 hit damage.
A success will do 2 hits damage.
A critical_success will do 3 hits damage.

Spray

Spray skillroll: attacker's firearms skill + accuracy attr (penalty: -5) vs. victim's evasion skill + survival attr (bonus: +LUCK attr)

A critical_failure will do 20% damage per hit.
A failure will do 30% damage per hit.
A minor_failure will do 40% damage per hit.
A minor_success will do 50% damage per hit.
A success will do 60% damage per hit.
A critical_success will do 70% damage per hit.

Zombie Combat Skillrolls



Bite

Evading a Bite Skillroll: player's evasion skill + survival attr (bonus: +LUCK attr) vs. zombie's melee skill + accuracy attr

A critical_success by the zombie will infect the player.

Bloodvomit

Evading a Bloodvomit skillroll: player's evasion skill + survival attr (bonus: +LUCK attr) vs. zombie's melee skill + accuracy attr

A critical_success by the zombie will do bodily damage to the player.

Corpsebomb

Evading a corpsebomb skillroll:

If player's level bracket vs. zombie's level bracket is greater than 30: player's evasion skill + survival attr vs. the difference between 100 and zombie's level

If a player's level bracket vs. zombie's level bracket is less than or equal to 30: player's evasion skill + survival attr vs. the zombie's level

Explanation: Level brackets are calculated in 10 level intervals (1-10, 11-20, etc.). If you are more than 3 brackets above the zombie's level bracket then it becomes easier to dodge corpsebombs by default.

Movement and Evading Zombies



Movement

Moving past zombies will trigger their interest in you. The range at which they will notice you is determined by your movement.

Sneaking: 1 room notice range
Walking: 2 room notice range
Running: 3 room notice range

Sneaking skillroll: player's evasion skill + survival attr (bonus: +random 5-10) vs. zombie's evasion skill + speed attr (bonus: +random 1-5)

Walking skillroll: player's evasion skill + survival attr (bonus: +random 1-5) vs. zombie's evasion skill + speed attr (bonus: +random 1-5)

Running skillroll: player's evasion skill + survival attr (penalty: -random 1-5) vs. zombie's evasion skill + speed attr (bonus: +random 1-5)

Repairing



Repairing Equipment

The amount of base equipment HP repaired per round is 1 + (repair skill / 4).

Repairing equipment skillroll: player's repair skill + survival attr vs. the complexity of the equipment being repaired

A critical_failure will penalize repair HP by -1 to -5.
A failure will penalize repair HP by -1 to -3
A minor_failure will penalize repair HP by -1.
A minor_success will add a bonus +0 to +1.
A success will add a bonus +1 to +2.
A critical_success will add a bonus +1 to +4.

Evading Equipment Damage

Negating equipment damage skillroll: player's repair skill + survival attr vs. attacker's melee skill + physique attr (bonus: +random 1-physique attr)

Reducing Equipment Damage

Player's repair skill is the percentage chance to reduce damage done to equipment. Damage reduction chance caps at 75%.

If player successfully reduces equipment damage, equipment damage is reduced by the same percentage chance as to make a damage reduction roll.
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