LORE AND MECHANICS SUBJECT TO CHANGE, WE ARE IN CLOSED ALPHA, THANK YOU FOR YOUR SUPPORT
Combat in Vadratha is dictated by dice accompanied by various Modifiers. These modifiers numerically reflect a character’s strengths and weaknesses for the purpose of streamlining CRP. While freeform “Honor” combat is allowed in Vadratha, the Dice Combat is the ultimate mediator between disagreements and the mitigator for powergaming - thus, it is the default go-to option.
Regarding mechanical representation of a character, there will be a universal statline to help reflect their capabilities. Vadratha utilizes 5 unique stats.
[flavour text]
A measure of one’s physical might and force. Affects strength-based attack rolls and ability to wear heavier armor.
[flavour text]
Determines one’s finesse and reaction speed. Affects Initiative, unarmored AC, and dexterity-based attack rolls.
[flavour text]
Quantifies one’s bodily resilience to stress or sickness. Affects HP and defense rolls.
[flavour text]
Determines one’s mental capability to learn new things and understand them. Affects rolls regarding investigation, as well as some magic rolls.
[flavour text]
Measures one’s ability for their subconscious instincts. Affects rolls regarding perception or insight, as well as some magic rolls.
A character starts with a bonus of 0 across their statline, with the ability to distribute 8 points across it. The amount of points invested equals the total bonus to all rolls using said stat (e.g. a +3 in Strength means you roll 1d20+3 with any rolls using Strength.) When initially creating your statline, only one stat can have 4 or more points invested into it, to a maximum of 5.
Furthermore, a character can choose to “dump” one of their stats into the negatives, granting them extra points to spend in other stats equal to the points deducted. For every point deducted, they gain one extra point to spend. No more than 3 points can be taken from that stat.
Lastly, there are two core aspects to complete a character: Health Points (HP) and Armor Class (AC). HP helps decide how many hits a character can take, whereas AC determines the threshold required to force defensive action.
A character’s default HP is 20. Every 1 point in VIT increases this value by 2, whereas every 1 point deducted reduces it by 2.
A character’s default unarmored AC is 5. Every 1 point in AGI increases this value by 1, whereas every 1 point deducted reduces it by 1.
Combat follows a turn-based structure, where a character has various components to perform various actions and/or tactical positioning. All characters cycle through these turns until either a victor is decided or the combat ends. The entire turn cycle of participants consists of a Round, which serves as a list to determine the sequence of each combatant’s turns.
The turn cycle is determined by Initiative Rolls, rolling 1d20 + AGI. Turns are decided in descending order starting with the one who rolled highest, then second highest, so on so forth. In the event of a tie, the victor is decided based on whoever has the higher Agility; in the event such is tied, a reroll is initiated and repeated until a winner is decided.
Some abilities or skills may utilize a “Cooldown” or “Duration” that can range from one to even several rounds. For example, if an ability has a “3 Round Cooldown” that means the character must pass 3 more turn cycles before they can trigger it again. An ability that has a “2 round duration” means that it lasts for 2 turn cycles after the turn it is triggered.
The “end” of a duration is considered to be at the end of that character’s turn. (I.e. If a character has triggered a “2 round duration” ability, that ability will end at the end of the turn 2 turn cycles later.)
When a character makes an attack or utilizes an offensive ability, an attack roll is prompted by the Attacker. When an attack is made, it must beat a certain variable: Armor Class (AC), referenced in the Statline section. If this number is met or exceeded, the attack is considered a success. Attack rolls each utilize a 1d20, aided by their respective stats. The stats used vary between methods of attacking, elaborated under “The Statline” section. The victorious attacker then gets to make their Damage Roll, defined on the weapon they use; otherwise, the attack fails and the combat continues.
Some unique attacks and abilities will prompt for a different kind of defense roll: A Saving Throw. Rather than a roll contest, the Defender has to overcome the Attacker’s Difficulty Class, or DC. In Vadratha, meeting the DC beats it. For example, the Defender has to beat a DC of 15; they must roll exactly 15 or more.
The composition of a character’s turn has 5 different components: Main Action, Bonus Action, Movement Action, Interaction, Reaction. Only one of each action type can be performed during each turn/turn cycle. The abilities of each action are listed below.
Attack: Make an attack with your weapon of choice.
Grapple: Make a STR check vs. a target’s STR or AGI roll. On success, grab hold of the target, inhibiting their movement and proper usage of their arms. They make attacks with disadvantage, and cannot cast spells using gestures. Each turn, as an Action, the grappled can force a repeat of rolls, ending the grapple on a success.
Dash: Take an extra Movement Action.
Brace: The next Attack Roll against you has disadvantage, until the start of your next turn.
If you use a Heavy Shield, Bracing makes you immune to Mundane ranged attacks until the start of your next turn.
Hold Action: Specify a trigger, then use an Action-timed ability as a Reaction.
Interaction: Take an extra Free Action.
Use Consumable: Use a consumable item (e.g. drink a potion.)
Leap: Move an extra +2 blocks. Alternatively, climb a slope up to 1 block taller than you.
Shove: Make a STR check vs. target’s STR or AGI roll. Push target back up to STR blocks on success.
Hold Bonus Action: Specify a trigger, then use a Bonus Action timed ability as a Reaction.
Move up to 8 blocks in any direction. Climbing a slope that is 2 blocks tall counts as 2 blocks. If you have someone grappled, your Movement Actions have half their movement.
These specific types of actions occur outside of your turn. You only get one per turn cycle.
Attack of Opportunity: When an enemy moves out of melee range, make an Attack.
Trigger Held Action/Bonus Action: Trigger your Held Action or Bonus Action.
This is an action leaning more towards the flavor side, with minimal applications. This ranges from minimal effort interactions (e.g. drawing a blade, swapping to another weapon, picking up a dropped weapon), interacting with your environment (e.g. pulling a lever, opening a door), or flavorful flair (a quick quip of dialogue, throwing off a cloak).
Combat has various ways it can be completed, be it through diplomacy, surrender, or bringing the opponent’s HP down to 0. In the event of the lattermost option, total HP reduction brings about their very fabric of mortality - perhaps to its end, perhaps not.
A character who reaches 0 HP is put into a “downed” state, where their wounds and fatigue have caught up to them. They must immediately make a Resolve Check, rolling VIT with a DC of 15. Whether or not they succeed, they are out of the fight.
If the character succeeds, they remain in a stable state with the ability to flee, crawl away, or use items. Even if they are healed, they will be too wounded to continue the fight. They also regain 1+VIT HP (minimum 1).
If the character fails, they are left in an unstable condition with no ability to reasonably move. In most cases, the character can succumb to their wounds and die.
If the character is downed a second time, they do not make a new Resolve Check; they are downed in unstable condition.
Vadratha’s weapons and armor types are simplified to base molds, granting various differences in damage and protection. Any character can create a weapon or armor of the listed mold below without an application. This is always treated as a Common Tier item that has no special traits or mechanical abilities.
Note: Unarmed Attacks count as 1d4 damage and improvised weapons count as 1d6 damage.
Light: 1d6
Moderate: 1d8
Heavy: 1d12
Any character can use Light and Moderate weapons, using their choice of Strength or Agility to make attack rolls. Ranged weapons always use Agility for their attack rolls. Moderate and Heavy ranged weapons require the use of both hands. Heavy Melee Weapons always require both hands to use, and use strictly Strength to their attack rolls.
All mundane melee weapons have a 2 block range.
Mundane ranged weapons have varying ranges.
Light Ranged - 10 Blocks
Moderate Ranged - 15 Blocks
Heavy Ranged - 20 Blocks
A character with a ranged weapon has limits imposed to movement based on Mold.
Can fire a light ranged weapon normally within 6 blocks of movement. Cannot fire if moving more than 6 blocks.
Can fire a moderate ranged weapon normally within 4 blocks of movement. Cannot fire if moving more than 4 blocks.
Can fire a heavy ranged weapon at disadvantage within 4 blocks of movement. Cannot fire if moving more than 4 blocks.
For Melee weapon attacks using Strength every 1 point raises the damage floor by 1, to a maximum of half the damage die. (e.g. For a heavy weapon, a character with +2 STR would roll 1d10+2 instead of a 1d12. For a moderate weapon, a character with a +5 in STR will only be able to roll 1d4+4).
For Light Melee attacks using Agility, every point reduces the effectiveness of enemy AC by 1, as long as they’re wearing armor. (E.g. A user with +4 AGI attacks an enemy with 12 AC. Their attack roll results in a 9; since the attacker only has to roll 8+, this is considered a successful hit.)
Light Armor: Grants +2 to AC
Moderate Armor: Sets AC to 10, requires at least 2 in Strength
Heavy Armor: Sets AC to 14, requires at least 4 in Strength
Light Shield: +1 AC, requires a free hand
Heavy Shield: +2 AC, requires a free hand and at least 4 in Strength
A character can only realistically carry so much gear, defined as the following:
1 of any Armor
1 of any Shield
1 Primary Weapon, of any weapon mold
1 Secondary Weapon, of either Light or Moderate weapon mold
1 Backup Weapon, of Light weapon mold
MORE IS COMING