Combat
Factors in GS4
Roundtime (RT)
A round is the
time it takes to execute a single combat maneuver or action. Once you attack or
act, the action is followed by a Roundtime (RT), an interval of a number of seconds
(usually between 3 and 10) during which you can perform no other complex
actions. During a Roundtime you can speak or look around, but do little else.
Each weapon has
a base Roundtime that can be found in the Weaponry Guide. Weapons with a base
RT of one have a minimum RT of three seconds. Weapons with a base RT of two or
three have a minimum RT of four seconds. All other weapons have a minimum RT of
five seconds. The minimum RT for ambushing is one second greater than the
minimum RT for that weapon normally.
The Roundtime
added to armor can be found in the Armor section of the Combat Guide.
Encumbrance
Encumbrance in
GemStone IV is simply a measurement of how much your character is carrying and
how well they can carry it. It is not just the weight of the items you might
have in your inventory, but also the bulk and size of them. For example,
carrying fifty pounds of sand in a backpack may be fairly easy, but carrying
fifty pounds of feathers with be a bit more difficult due to volume. Many
factors affect how much your character can carry, among them are: Race, size,
strength, and certain spells.
You can
determine your character’s approximate encumbrance by clicking on the
“character sheet” link in the default quicklink bar in the new Stormfront front
end. Your encumbrance should be listed at the bottom of the sheet under the
category “Encumbrance.”
It is also
possible to check your approximate encumbrance by typing the ENCUMBRANCE
command in the command prompt.
Note: Checking your
encumbrance no longer will incur a 5 second Roundtime.
The more
encumbered your character, the harder it will be to perform certain actions in
the game. Some examples are: Increased Roundtime for swinging a weapon,
standing up, and difficulty when dodging maneuver attacks, climbing obstacles,
and swimming.
Attack Strength
(AS)
Your character,
as well as the creatures you are fighting, has an Attack Strength (AS) in
combat. This AS includes bonuses for stats, superior weapons, skill in the use
of the particular type of weapon being used, and certain spells or magical
items. The AS is added to attack rolls as described below.
Defense Strength
(DS)
Defense
Strength, or DS, is the total amount subtracted from a combat roll due to the
defenders advantages. These include bonuses for evading, blocking, and parrying
attacks, shields, superior armor, and certain spells or magical items.
Your character’s
AS and DS are also affected by adverse conditions. For instance, if your
character is prone (usually caused by being knocked down) a -50 modifier will
be applied to both AS and DS. Being badly injured, which is based on a
percentage of health points remaining and the severity of wounds taken, can
also cause AS and DS penalties. Certain lighting, weather conditions, and
spells can also affect AS and DS.
In addition,
using shields judged to be large or tower shields imposes a penalty to DS. Large shields generate a -5 DS and tower
shields -10 DS.
Attack vs.
Defense (AvD)
The weapon wielded
by the attacker is compared to the armor used by the defender and a
modification is made dependent on this comparison. For instance, it is
difficult for a dagger to penetrate the protection of platemail, so this would
have a negative AvD comparison. However, a lightning bolt against platemail
would have a positive AvD. The AvD of weapons versus armor can be found in the
Weaponry Guide.
Attack Roll
To determine
whether any given attack is successful, GemStone IV rolls a virtual 100-sided
die (d100). The attacker’s AS, the AvD and the die roll are added, and the
defender’s DS is subtracted. If the total result is over 100, the attack
succeeds; otherwise it misses or is deflected, parried, etc.
Example:
Cyper has an AS
of 350 with his Lightning Bolt. Raemus has a DS of 150 in his platemail.
Platemail is vulnerable to lightning, so the AvD of the attack is at +45. This
attack would look like this:
AS = 350 - DS =
150 + AvD 45 +d100 (50) = 295
A hit, by 195
points.
Raemus is not very
happy about being hit with a lightning bolt and swings his long-knife at Cyper.
Raemus has an AS of 275 with his knife. Cyper is wearing Robes and has a DS of
150. The AvD determines that it is pretty easy for a knife to penetrate robes
(+15), and a roll is made to hit:
AS = 275 - DS =
150 + AvD 15 + d100 (50) = 190
A hit, by 90
points.
Evade, Block,
and Parry
Evade, Block,
and Parry are the three new “behind the scenes” combat additions, each taking
place before the AS/DS check, seen when a character attacks a critter or vice
versa. These are passive defenses, so players do not need to actively enter
commands to evade, block, or parry an attack.
Evade
The first step
in combat will be the opponent’s opportunity to evade an attack altogether.
Evasion success will be based upon a combination of factors, including the
character’s Dodge skill, armor hindrance, encumbrance, Agility, Intuition,
shield size (increased hindrance with larger shields), stance, the level of the
opponent, and some spells, such as Mobility, Blur, and Song of Mirrors.
Increased
Dodging skill will improve a character’s chance to evade an attack entirely,
and if the outright evade fails, the Dodge skill still increases the
character’s Defense Strength.
Training
guidelines for Dodge for characters pursuing a One-handed weapon/Shield
training path are shown below. Characters that pursue shieldless combat styles
will be expected to have more Dodge skill than the typical OH/Shield users:
|
Profession |
Training Guideline |
|
Warrior |
1.5x |
|
Rogue |
2x |
|
Bard/Ranger |
0.75x |
|
Pure Spellcasters |
0x |
The above table
shows what would be considered “typical training” for a given profession. Any
player is free to train their character as they see fit, but this table
provides a basic guideline for what the combat system expects.
Dodge Defense
Strength (DS) bonus:
(Dodge Ranks +
(AGiLity bonus) + (INTuition Bonus/4) + Spell Mods) = Base Value
Base Value *
Stance Modifier * Shield Penalty * Armor Hindrance Penalty = DS bonus
Spells that
improve attempts to Dodge include Mass Blur and Song of Mirrors.
Stance Modifier: 75% +
Stance/4.
Example: In Stance
Guarded (Stance = 80), the Dodge DS stance modifier would be 75% + (80/4) = 95%
Shield Penalty: Using a shield
hinders attempts to Dodge. The penalty is 22% for a small shield, 30% for a
medium shield, 38% for a large shield, and 46% for a tower shield.
Armor Hindrance
penalty: Wearing heavy armor hinders attempts to Dodge. The penalty is
1/2 of the armor’s Maneuver Hindrance value.
The odds for an
outright dodge are based on the defender’s Dodge ranks compared to the
attacker’s level. It is affected by stats, certain spells, and stance. A
character with 1x Dodge training can evade a like-level foe roughly 5% of the
time in stance offensive. A character with 3x Dodge training and all other
factors the same would have roughly a 15% chance to evade that same attack.
Evade DS bonus
is increased by 50% against any ranged attacks (arrows, hurled, bolts). It is
possible to evade ranged attacks completely, though the chance of a successful
evasion is less than the chance against melee attacks.
Block
If the Evade
attempt fails, the next step is the opportunity to block the attack. In order
to block, the character must have a shield in their left hand. The Block
attempt is based on a combination of factors, including the character’s Shield
skill, , Dexterity, Strength, shield size (bonus for the larger shield), stance,
and the level of the opponent. Shields provide more benefit when blocking
missile and bolt spell attacks than they do against melee attacks. It is not
possible, however, to block a bolt outright without using a specially enhanced
shield.
Shield skill aids
in two ways; first, increased skill will improve a character’s chance to block
an attack entirely. Second, if the outright block fails, the shield skill still
increases the character’s Defense Strength (DS).
There are four
types of shields in GemStone IV. Shields have various names, but can be broken
down into four categories:
· Small Shield
· Medium
(standard) Shield
· Large Shield
· Tower/Wall
Shield
Training
guidelines for Shield Use (for characters pursuing a One-handed weapon/Shield
training path):
|
Profession |
Training Guideline |
|
Warrior |
2x |
|
Rogue |
1.5x |
|
Bard/Ranger |
1x |
|
Pure Spellcasters |
0.5x |
The above table
shows what would be considered “typical training” for a given profession. Any player
is free to train their character as they see fit, but this table provides a
basic guideline for what the combat system expects.
Shield Defense
Strength (DS) bonus:
(Shield Ranks +
(STR bonus/4) + (DEX Bonus/4))/(1.5) = Base Value
Base Value * Stance
Modifier * (100% + Shield Size Modifier) = DS bonus
Shield Size
Modifier Table:
|
Small |
-15% |
|
Medium |
0% |
|
Large |
15% |
|
Tower/Wall |
30% |
Stance Modifier: 50% +
Stance/2.
Example: In Stance Guarded
(Stance = 80), the Shield DS stance modifier would be 50% + (80/2) = 90%
The odds for an
outright Block are based on the defender’s Shield Use ranks compared to the
attacker’s level. It is affected by stats, shield size, and stance.
A character with
1x shield training and a medium shield will block a like-level foe roughly 5%
of the time in stance offensive. A character with 3x shield training and all
other factors the same would have roughly a 15% chance to block that same
attack.
For Bolt DS, which
includes all ranged attacks (arrows, hurled weapons, and bolt spells), the size
modifier of your shield is increased by 50%. For example, a wall shield would
have a 60% size modifier versus ranged attacks rather than the 40% versus melee
attacks. Five DS is added for each size greater than medium, while small
shields have a reduction of 5 DS. Normally, it is not possible to block bolt
spells.
Guard
Guard allows a warrior to attempt to block attacks
against another target (either player or creature). A warrior can only attempt to guard one
target at a time, and a target can only have one guard at any given time. To start guarding a target, the warrior
simply uses GUARD <target>.
When guarding, the warrior automatically (if not
incapacitated) attempts to block attacks against the target with 50% of his or
her normal blocking ability, at the cost of 25% reduction in chances to block
attacks directed towards him or herself (i.e. if the warrior normally has a 20%
chance to block an attack against themselves, then the warrior would have a 10%
chance to block attacks against his or her guarded target and a 15% chance to
block attacks against themselves.)
The above only applies to the chances to outright
block an attack, it does not affect either party’s derived block DS.
Parry
Finally, if the
attack has not been evaded or blocked, the opponent will attempt to parry. The
character must have a weapon in their right hand to parry (bonus for an
additional weapon in the left hand). It is not possible to parry missile
weapons or bolt spells without using magically enhanced weapons specifically
designed for such parrying (e.g., Rune Staves). The parry attempt is based on
several factors, including the character’s relevant Weapon skill, Dexterity,
Strength, stance, and the level of the opponent.
Parrying is
handled similarly to Shield Blocking: increased skill will improve a
character’s chance to deflect an attack entirely, and if the outright parry
fails, the Parrying still increases the character’s DS. Parrying will require
the defender to use a weapon unless the defender is a Monk. Parrying openhanded
with Brawling skill will still provide the DS bonus but will not have a chance
for the outright parry.
Training
guidelines for a weapon skill:
|
Profession |
Training Guideline |
|
Warrior |
2x |
|
Rogue |
2x |
|
Bard/Ranger |
2x |
|
Pure Spellcasters |
1x or Staves |
Parry DS bonus:
(Weapon Ranks +
(STR bonus/2) + (DEX Bonus/2)) = Base Value
Base Value *
Stance Modifier * 2H weapon modifier + (Stance - 30)/2 = DS bonus
Stance Modifier: 20% +
(Stance/2)
Example: In Stance Guarded
(Stance = 80), the Stance Modifier would be 20% + (80/2) = 60%
The odds for an
outright parry are based on the defender’s weapon ranks compared to the
attacker’s level. It is affected by
stats, certain spells, and stance. A character with 2x weapon training would
parry a like-level foe roughly 5% of the time in stance offensive.
Using a
two-handed weapon provides a 50% bonus, otherwise no modifier. The weapon enchant is applied before the 50%
parry modifier for two-handed weapons is added.
For one-handed weapons, the bonus is plus/2, for two-handed weapons, the
bonus is the plus (enchant of the weapon).
If using a
hybrid two-handed/one-handed weapon such as a katana in a one-handed method,
the 50% parry bonus will still apply, provided the left hand is free. A -10 AS penalty is applied if the left hand
is not free, as well as half the parry DS modifier.
If using a
two-handed weapon, including two-handed polearms and hybrid two-handed weapons,
without a free left hand, a penalty is imposed to parry DS, rather than a
bonus. The penalty is lower for hybrid
weapons.
Using a shield
with a two-handed or hybrid two-handed weapon will provide defense similar to
in GemStone III. Depending on training
and the shield, the defense provided may be lower than having a free hand, but
the shield will help defend against magical bolts and ranged attacks.
An target, once
enraged, does not lose all parry DS.
They are, however, forced into an offensive stance and will not be able
to parry attacks outright.
Protect
Protect allows a warrior to
parry attacks against a target (either player or creature). A warrior can only attempt to protect one
target at a time, and a target can only have one protector at any given time. To start protecting a target, the warrior
simply uses PROTECT <target>. To
stop, the warrior may use STOP PROTECTING.
When protecting, the warrior
automatically (if not incapacitated) attempts to parry attacks against the
target with 50% of his or her normal parrying ability, at the cost of 25%
reduction in chances to parry attacks directed towards him or herself (i.e. if
the warrior normally has a 20% chance to parry an attack against themselves,
then the warrior would have a 10% chance to parry attacks against his or her protected
target and a 15% chance to parry attacks against themselves.).
The above only applies to
the chances to outright parry an attack. It does not affect either party’s derived
parry DS.