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 Combat Guide

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Posts : 516
Join date : 2017-08-17

PostSubject: Combat Guide   Thu Dec 14 2017, 13:08

Aloha! Thank you for choosing Hawaii as your post-apocalyptic destination! We’ll do our best to guide
you through Fallout: Nukaloha’s combat system.

Structure of Combat

Combat is initiated when either a player or an NPC (controlled by a moderator) declares an attack against
a character. When combat begins, the structure of posting is changed. Combat takes place over the course
of rounds. Each round consists of a single post from each player called a turn, starting with the character
who initiated combat. The order of the first round is determined by whatever order the players happen to
post their first turns. Once all players (and any NPCs) have taken their turn, the round ends, and the next
round begins, starting with the player who began the first round. Turns should take place in the same
order that they took place in the first round of the combat. A player has 2 days to take their turn, after
which it will be assumed their character takes no actions that round, and the next player in the turn order
can take their turn.

The rounds will continue until the combat is over. Combat can end by defeating all enemies (whether by
death or incapacitating them) or by some sort of non-combat conclusion (e.g. a truce is made). Once
combat is over, experience points will be awarded to the characters and they have the option of looting the
corpses of their enemies and then continuing with the narrative of their current quest.

Combat Mechanics

Combat mechanics are the mechanisms through which the outcome of combat is determined. These
consist of To-Hit, To-Dodge, Attack, Damage, Critical Hits, and Sneak Attacks.


To-Hit is the mechanic which involves the character making an attack. When you attempt to attack
another character, you will roll to determine your To-Hit value. This value is calculated by the moderator
of your quest, and is determined by a d100 roll, along with the relevant stats and modifiers of your
character. All melee attacks will be based on STR and all ranged attacks will be based on PER. The
formula used to determine your To-Hit value is shown below:

For melee attacks:
ToHit = 1d100 + ((STR + LCK) x 10)

For ranged attacks:
ToHit = 1d100 + ((PER + LCK) x 10)

Other factors can affect your To-Hit value such as perks, weapon condition, or any effects your character
may be experiencing due to weather or chems. These are simply added or subtracted from the above
formula to determine the final To-Hit value.


The To-Dodge mechanic is a reaction to an attack that is made automatically by all characters. When you
make an attack against someone or someone makes an attack against you, they must roll 2d100. The first
d100 is used to calculate the attacker’s To-Hit value, the second d100 is used to calculate the target’s
To-Dodge value. The To-Dodge value is based on a character’s AGL and LCK stats and any relevant
modifiers. The formula to calculate the To-Dodge value is given below:

ToDodge = 1d100 + ((AGL + LCK) x 10)

As with To-Hit, other things can affect the To-Dodge value such as any relevant perks or conditions your
character may be experiencing. They are added or subtracted accordingly.


Once the To-Hit and To-Dodge values have both been calculated, these values are weighed against each
other accordingly:

ToHit - ToDodge = Attack

The To-Dodge value is simply subtracted from the To-Hit value to give an overall Attack value. If the
Attack value is negative, the attack fails and misses the target. If this value is positive, the attack succeeds
and the moderator proceeds to roll for damage. If the Attack value is equal to 0, the attack still succeeds,
but all damage is halved.


Once an attack succeeds, the moderator proceeds to make a d20 roll to determine damage. This is a
function of the relevant attack stat (STR or PER), the weapon being used (denoted as WPN), and the
character’s level. It is calculated by the following formula:

For melee attacks:
Damage = 1d20 + STR + WPN + (LVL x 2)

For ranged attacks:
Damage = 1d20 + PER + WPN + (LVL x 2)

Once the damage is calculated, the moderator will indicate how much damage was done, and dole it out

Example: Let’s take everything so far and run through an example. We find our friend, Average Joe, who is being chased by a ghoul. Joe gets a spark of courage and decides to turn around and shoot the ghoul.
Joe is attempting a ranged attack, his PER is 7 and his LCK is 4. He rolls 1d100 and gets a 64. Using
these values we can calculate Joe’s To-Hit value with our equation from earlier.

64 + ((7 + 4) x 10) = 174

Joe’s To-Hit value is 174. Now, the ghoul that he’s attacking makes an attempt to dodge. The ghoul has
AGL 6 and LCK 1. The ghouls rolls 1d100 and receives a 53. Using these values, we can calculate the
ghoul’s To-Dodge value.

53 + ((6 + 1) x 10) = 123

The ghoul gets a 123 To-Dodge. Next, the ghoul’s To-Dodge value is subtracted from Joe’s To-Hit value.

174 - 123 = 51

The resulting Attack value is 51. Therefore, Joe’s attack hits! Now let’s see how much damage is done.
Again, Joe’s PER is 7 and the weapon he’s using has a WPN value of 12. Joe is also level 14. The
moderator rolls 1d20 resulting in a 15. We can now calculate Joe’s damage using the Damage equation.

15 + 7 + 12 + (14 x 2) = 62

Joe’s attack inflicts 62 damage to the ghoul. Well done, Joe!

Critical Hit

A critical hit occurs when the difference between the To-Hit and To-Dodge values is 80 or greater. This
threshold can be either raised or lowered through various means such as perks, conditions, and chems.
Upon inflicting a critical hit to a target, your character will deal extra damage and receive extra
experience points. A critical hit will deal extra damage based on your weapon damage, indicated as WPN.
The formula is given below:

CritDamage = WPN x 4

Critical damage can also be affected by relevant modifiers given by perks or chems and will be added and
subtracted accordingly. Let’s see an example of this.

Example: Let’s return to the example from before with Joe and the ghoul. Let’s say that Joe’s To-Hit
value is the same at 174, but instead of the ghoul getting 123 for its To-Dodge value, let’s say it was 86.
When we check to see if Joe’s attack hits:

174 - 86 = 88

We see that the Attack value is greater than 80. This makes the attack is a critical hit. So let’s take Joe’s
damage from before: 62. Then we’ll calculate the additional damage he does for achieving a critical hit.
Since his weapon has a WPN value of 12, we can plug this into the Critical equation.

12 x 4 = 48

So for landing a critical, Joe deals an additional 48 points of damage. Meaning his total damage for the
attack is 110 points.

Sneak Attacks

Sneak attacks differ from regular attacks in that they cannot be made once combat has begun (unless
narrative dictates otherwise), and they deviate from the the To-Hit To-Dodge formula. A player can make
a sneak attack in combat if in the narrative, it’s possible for them to sneak up on an enemy. This could
mean the player is not initially involved in the combat and gets involved later; these situations are
completely at the discretion of the moderator DMing your quest and cannot be made without their
approval. Additionally, as opposed to weighing the To-Hit and To-Dodge values, the success of the sneak
attack depends on weighing the To-Hit value against the target’s PER check made as an automatic
reaction to a sneak attack. The formula for the target’s PER check is similar to the To-Dodge formula and
is given below:

1d100 + ((PER + LCK) x 10)
The Detection value is then subtracted from the To-Hit value.

Sneak Attack:
ToHit - Detection = SneakAttack

If it’s negative, it misses, and if it’s positive, it hits and the moderator will roll for damage. Successful
sneak attacks will always deal critical damage; therefore, if the Sneak Attack value is 0, the damaged
halved includes the critical damage. Perks, chems and other things can always modify these values.
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