World Battle System
Definition of Terms
Offense: This value is the numerical representation of the goal to roll at or under for a successful attack. This value also correlates to the amount of damage inflicted.
Mitigation: This value is the numerical representation of the goal to roll at or under for a successful defense.
Endurance: This value is the numerical representation of the characters ability to continue during a battle. This value also correlates to the amount of health that each character has, which is one and a half times the total Endurance of the Character.
Martial: This value is the numerical representation of the characters ability to wage war on a large scale. This includes strategy, tactics and the like.It also is an indicator of the amount of training a character has had, with respect to fighting skills, when it comes to play in personal combat
Presence: This value is the numerical representation of the characters ability to inspire and lead men on a large scale. It also expresses the amount of something akin to personal will power and drive to keep going on in battle.
How it works :
It is really a quite simple process.
One -round- of combat can be described as follows :
> Initiative is rolled - Higher roll attacks and Lower role defends.
> Offense Roll is rolled.
Offense + Offense Modifiers > Dice roll = Hit - and the Defender gets to roll for his Defense.
Offense + Offense Modifiers < Dice roll = Miss - and the Defense Roll need not be rolled, and instead Defender moves on to his Offense Roll.
> Defense Roll is rolled.
Mitigation + Mitigation Modifiers > Dice roll = Defends and also when :
Defending Dice roll < Offensive Dice roll = Successful Parry - Damage is applied to Attacker from Defender's parry.
Mitigation + Mitigation Modifiers < Dice roll = Failed Defense - Damage is applied to Defender from Attacker.
Applying damage :
Damage is determined by the damage modifier of the attacker and subtracted from the health points of the defender (Endurance Value x 1.5). When a character receives more damage than they have health left, they will be knocked unconscious.
Critical Rolls :
An offensive dice roll of 1 is critical hit and deals double damage. An offensive dice roll of 20 is an automatic miss and the inability to defend on their next turn. A defensive dice roll of 1 is an automatic parry and deals double damage. A defensive dice roll of 20 is an critical fail and defender will suffer a significant injruy. Modifiers do not change the dice roll.
Optional Rolls :
Dueling is straightforward, yet within the Game of Thrones Universe, there exist characters with a lot of unique levels of training or experience. To add such factors into Personal Combat a few Optional Rolls are presented, which may be used within player discretion, ONCE every full session of combat. They are :
Aimed at those characters that have enough training to take what can be called 'calculated risks', in fighting.
Once during session of combat, the party dealing offense may roll a 'Risk Roll' during their turn. This is done against their Martial value.
Martial + Martial Modifiers > Dice Roll - A 'second' offense roll can be made within the same turn.
Martial + Martial Modifiers < Dice Roll - Next turn of Defense is lost.
Calculations of Damage and health remain the same. Critical rolls in this case : 1 - Automatic Hit. 20 - Defense lost for next -two- turns.
In the heat of a duel, unexpected bursts of strength or desperate strikes are seen. One such chance can be taken when the health of a Player drops below 5.
Once during the session of the duel, Players can roll against their Presence Stat Values.
Presence + Presence Modifiers > Dice Roll - 3 points get added to their current Health level, so that they can persevere in battle. A critical roll of 1 would result in an increase of 5 points instead of 3. No penalties for rolling over the stat will be taken.
World Battle System
How the rolls work - Flow Diagram