by Koneko » Mon Sep 30, 2002 5:42 pm
(Basically AT/PA is chance to hit on a physical attack, and it's INT+COU+AGI+STR, and you add weapon skills to that, how ever the RPer decides. That should be in the character sheet. Then, you roll a d20 for the attacker and add the AT to that, and a d20 for the defender and add PA to that, and if the attacker's is higher, it hits. Ties can do half damage or whatever you want. If the defender wins by (I think it is) 15 or more it's a critical miss, and the attacker falls over, drops weapon, something along those lines. If the attacker wins by 15 or more, double damage. With magic, magical attack rolls are made in the exact same way as a magic skill roll is made--by adding the base attributes, which are always <Int/Wis/Mag> for magic, to the skill rank and a d20 roll. To see if magic is resisted by a target, add 10 to their COU*2+INT, and then add that bonus to a d20. If the spell roll total exceeds the resist roll total, the spell hits and deals damage (or whatever effect the spell has worked). The Philsys rulebook on the site has some examples to make it less complicated sounding, but that's basically it. So attacker's INT+WIS+MAG+d20 must be higher than defender's 10+COU*2+INT+d20. Critical hits apply, though I don't know what a magical critical miss would be...
Note: you probably need a character sheet for basically EVERY enemy...
Hope I made it simpler... yeah right)