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Page name: Fantasma Tutorial: Physical Attacks [Logged in view] [RSS]
2005-06-27 15:03:50
Last author: Adaman
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Physical Attacks



<img:http://elftown.heddate.com/img/drawing/23372_1107056695.jpg?y=250>

      This is Hector, a Troll character RPed by [lvlercy]. If you have read the first part of this tutorial, you would know he is armed with a rather large weapon called a Great Maul or for technical purposes, an Iron Big Two-Handed Hammer. Now his opponent is the basic Fantasma Monster: Skeleton Fighter. Little more than bones with a sword and shield.


Punching and Weapon Combination



      Before we get into the combat, make sure you understand the difference between physical attacks and weapon attacks. Physical attacks act much like weapons, and can be used in combination with the basic and advanced attacks within this tutorial. Now the battle results are measured via dice, two 6-sided dice to be exact. The first roll is the number for the offensive target (In this case, Hector) and the second roll is the number for the defensive target, or our boney friend.

Wait!!!

Before Rolling, Hector must decide his physical attack and the basic attack he is using it with (Advanced attacks will not be featured in this tutorial). These physical attacks on average do less damage, but insure character's a chance at victory should their weapons be broken during combat. Hector is a strong character, so his physical attacks will do much more than the skeleton is able to. It should be noted that physical attacks (namely punches and kickes) are resisted by all forms of damage resistance. Hector will decide to just slam a fist into his undead opponent by using the punch attack with vertical combination.

Hector rolls... 4 + Hector's Accuracy of 3, the total number equals 7.

Skeleton rolls... 2 + Skeleton's Agility of 3, the total number equals 5

      Obviously, 7 is higher than 5, and so the poor skeleton takes a hit from each fist of Hector, which is 2.5 x 2, or 5. Why seperate the attack in two? Well, that is because armors with resistance can severely reduce multiple attacks where armors without take the full force.

      Now for the Skeleton's retaliation turn. Since it is slightly weaker than Hector, its strength will only account for 2 damage per fist if indeed it were to hit.

Skeleton Rolls... 1 + Skeleton's Accuracy of 3, the total number equals 4

Hector Rolls... 5 + Hector's Agility of 1, the total number equals 6

      4 is lower than 6, so the skeleton missed completely. Good news for Hector, but even if the skeleton were to hit the Troll, each fist would only do 1 damage because of Hector's armor resistance of 1. If his damage resistance was higher, the physical attacks would go lower. 
(*Note: Leave any questions you may have about this in the comment board at the bottom of the wiki page.)



Kicking Attack and knock over/stun effects



      It is the Skeleton's turn this round, and well... he's a little miffed about missing the Troll. So he is going to kick the Troll, which is another variety of physical attacks that stuns or knocks over. This sort of attack can change the course of a battle if successful, but should only be used sparingly since it is only 1 strike with half the strength level and does far less damage than others.

Skeleton Rolls... 1 + Skeleton's Accuracy of 3, the total number equals 4

Hector Rolls... 2 + Hector's Agility of 1, the total number equals 3

      A valiant effort by Hector to try and dodge the kick, but unfortunately this bulky Troll has difficulty evading this skeleton. Since the kick attack is only a single strike, it does only 2 damage (or 1, referring back to the armor resistance) and is even less effective. However, since the kick did indeed hit the Troll, Hector is stunned and falls over.

(*Note: For the purposes of this tutorial, the Skeleton kicks over Hector even though its Size and Strength level average is 3.5 and not greater that Hector's size of 4. Damage would still be done with a kick, but the stunning effects would not take place. However there is a way around this problem, but that will be discussed in the advanced attacks portion of this tutorial.)

      Now Hector cannot retaliate with an attack this turn, because he must use it to raise back to his feet after the stunning kick. So the skeleton evades a retaliation for yet another turn. Characters will lower health and fighting deadly opponents with allies who are more suited to fight it will enjoy this attack because it allows them to avoid a dangerous retaliation. Although it is not without risk, because a kick can miss and leave that character in untold amounts of danger.


Claw, Bite, and Tail Attack



      Now its Hector's turn again, and he's up and angry. Since Hector is an orcish race, he is gifted with the "bite" attack. Biting is a physical attack, but unlike punches and kicks, it has a specific damage type which allows it to avoid all damage resistances except piercing. There are two other attacks of this type, claw and tail. Claws do cutting damage, and Tails do impact damage. However, only very few races have the ability to use such attacks, so be sure to know that these are limited.

Hector Rolls... 3 + Hector's Accuracy of 3, the total number equals 6

Skeleton Rolls... 2 + Skeleton's Agility of 3, the total number equals 5

      Hector has successfully wrapped his tusks around the skeleton, but since skeletons have a special property that gives them more piercing damage resistance, the normal bite damage of 2.5 is reduced merely to a 0.5 damage.

(*Note: The bite attack has a special feature that allows it to hold targets in place if the strength level is greater than the held target's strength level. A held target cannot retreat, but attacking the biting character or stunning them will cause them to release their hold. Tail attacks have a stunning feature are much like kick attacks.)

      The Skeleton is held in the jaws of Hector, and must attack to release himself. So the boney fiend lashes out with his fists to try and free himself with punching attacks but combined with horizontal attack for higher accuracy.

Skeleton Rolls... 4 + 2 for Horizontal attack, + Skeleton's Accuracy of 3, the total number equals 9

Hector Rolls... 4 + Hector's Agility of 1, the total number equals 5

      The skeleton has freed itself from Hector's clutches, but his punches at half strength from horizontal attacking and the other half reduced by the Troll's armor resistance. So the Skeleton does no damage whatsoever. The important thing is, he is no chew toy for the orcish soldier anymore.

(*Note: Leave any questions you may have about this in the comment board at the bottom of the wiki page.)



Throwing Attack



      The Skeleton's turn, and for the purposes of this tutorial... *poof* the boney figure now has claw weapons. Watch out Troll, here comes some scatching... Hand weapons are specifically designed to allow higher damage for physical attacks, and some allow characters do perform physical attacks their race would not allow otherwise (such as claw weapons allowing the claw attack, makes sense right?).

Skeleton Rolls... 5 + Skeleton's Accuracy of 3, the total number equals 8

Hector Rolls... 3 + Hector's Agility of 1, the total number equals 4

      Hector has been clawed and takes 2 damage from the calcium undead fighter, and is not happy about it one bit. After all, Hector was at the advantage with higher strength and now because of some trickery by higher forces *cough* the skeleton has weapons. Hector is not without hope though, for there is one last physical attack that he can use to unleash punishment onto the summoned fiend. It is called a "Throw" attack, and does just as its namesake applies. Although it is a little risky because it requires 1 stamina to use, which means a miss will waste energy and with a -1 Accuracy hinderance, it is easier to avoid.

Let's watch...

Hector Rolls... 6 - 1 for Throw attack + Hector's Accuracy of 3, the total number equals 8

Skeleton Rolls... 3 + Skeleton's Agility of 3, the total number equals 6

      Now that Hector has gripped the Skeleton, and with strength level well over the size level of his target, the undead creature gets to go flying. This is a must for higher strength characters to perform, because not only is it just plain humorous but it also stuns the target and launches them some distance away (approx. MR1, or about 5'-10' away). Targets also take an unresistable damage equal to their size, so the larger the target, the more damage done to them. (*Hint: If you can, throw target's over cliffs, heh heh. Also boulders can be thrown too, makes for lots of fun.)

(*Note: Leave any questions you may have about this in the comment board at the bottom of the wiki page.)



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2005-06-29 [Benu]: I like the way you have these pages set up.... interactive! lol... nice touch

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