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The 3d6 Rolling System
#1
The 3d6 Rolling System

I’d like to thank Mathias and Lancelet for their time and assistance during the development of this system, and for being generally wonderful listeners during my endless ramblings. You guys saved science!

NOTE: If you already understand how the system works, all the information needed to determine your character’s statistics can be found in sections 3 and 4.

General

The 3d6 system, or Spix system, is a role-playing system that combines methods from the d20 and 3d6+2 system to provide realistic, yet simple combat mechanics. To resolve an action in the Spix system, a player uses the /roll 6 command 3 times in-game (/rolls)* and adds a pre-determined modifier based on ability of the character (defined by four statistics, Might, Agility, Sufferance, and Intelligence). If the result is greater than or equal to the opponent’s defense, then attack is a hit and will deal damage based on the weapon being used in an attempt to reduce the opponent’s health to 0.

The system is designed to make combat as unpretentious as possible, but still remain accurate. Usually, in a roll system, simplicity and realism are two points at the end of the same line. The more the system goes one way, the less the other side is represented. Thus, the Spix system uses an axis of Realistic, Simple, Concept, and Mechanism. Where the actual combat mechanic is simple (/roll + modifier) and easy to learn/teach, but the underlying concept is realistic. In order to keep the combat simple, a player will have to spend a short amount of time figuring out their character’s statistics before sending them into combat and events. The entire process can take anywhere from 30 seconds to 3 minutes with someone who has some prior knowledge on the system. In order to keep large scale events simple, the trust system can be incorporated when a player presents their character’s statistics, or by using the statistics found in section 7. However, it is noticeable when a player is being deceitful because the simplicity of the system will reflect a significant, unfair advantage.


*To save time, it is recommended the player makes a macro in-game to automatically roll 3d6 for them


Table of Content
Spoiler:

  1. Stats
    1.1 Defense and Health
  2. How Combat Works
    2.1 Melee
    2.1.1 Duel Wielding
    2.2 Ranged
    2.3 Magic
    2.3.1 Healing
    2.4 Critical Strikes and Botches
    2.5 Pets and Demons
    2.6 Example of 2v2 Combat
  3. Determining Character's Stats
    3.1 Age
    3.2 Class, Talent Spec, and Health
    3.2.1 Prestige
  4. Equipment
  5. Advanced Combat (Optional)
    5.1 Shield Breaking
    5.2 Scarring and Damage
    5.3 Multifire
    5.4 Unpredictable Magic
    5.5 Healing By Class
    5.6 Exhaustion
  6. Underlying Concepts
    6.1 Balance
    6.2 Rolling
  7. Basic Stats for Large Scale Events
  8. Quick Reference Rules and Formulas

1. Stats

Just as in the Fallout Special system and the d20 Statistic system, the Spix system allows players to customize and represent their character’s aptitude. Since the Spix System only focuses on a character’s combat abilities, the four basic statistics are Might, Agility, Sufferance, and Intelligence, and can range anywhere from 0 to 5. The number of a statistic directly represents the modifier applied to a roll of 3d6.

In concept:
A 0 represents that the character is average or has no training in this field.
A 1 represents a talent for the chosen statistic or has above average awareness within it.
A 2 represents that the character has undergone extensive training in this field.
A 3 represents specialized training, or life-focus.
A 4 represents a combined specialization in the field, as well as years of experience expanding the ability. Thus, it can only be achieved by characters that are considered old within their own race.
A 5 represents a heroic degree of skill, and is only attainable by prestige classes that ignore the other fields, thus representing their weakness as well.

MIGHT (MIG) denotes a character’s overall efficiency and training with melee weapons. It is added to determine a melee attack.

AGILITY (AGI) signifies a character’s accuracy with ranged weapons, reaction time, and reflexes. It is added to initiative rolls, magic/ranged attacks, and defense.

SUFFERANCE (SUF) indicates how much punishment a character can take. For every 1 point of sufferance, a character gains 2 additional HP (health). (If using the extended health set, 1 point of sufferance grants 3 additional HP)

INTELLIGENCE (INT) suggests a character’s ability to effectively use all types of magic (including offensive and healing spells). It is added directly to spell damage and heal checks.


1.1 Defense and Health

A character's defense is 10 + AGI + Armor Bonus + Shield Bonus. Almost all defenses range from 10-15.

To find out how much health your character has, see section 3.2
Health is considered a collective representation of your character’s balance, endurance, and ability to “roll with a blow”*. Once it reaches 0, the character is considered no longer capable of fighting. This can be determined as being disabled, rendered unconscious, or dead. The DM, or the majority opinion of the party, should decide beforehand what 0HP will mean.


*In concept, this grants the player more options when somebody lands a successful blow. It does not always mean it has to injure the character. The character could merely be knocked off balance or gain a dent in their armor, depending on the state of their Health. For further reference, see section 5.2.


2. How Combat Works

2.2 Melee

When attacking another character with a melee weapon, you emote the attack, /roll, and add your character’s Might (MIG) modifier. If this roll equals or exceeds the opponent’s defense, you score a hit and deal damage based on the weapon* you’re using plus additional damage** based on how much you exceeded the opponent’s defense. If the roll is less than the opponent’s defense, the attack is considered a miss. The defending character’s player then emotes appropriately.

The Formula for determining the damage of successful melee hit: ( 3-18 ) + Might = Attack. Attack – Opponent’s Defense = Additional Damage. Total Damage = Base Weapon Damage + Additional Damage. If this total damage exceeds the weapon’s maximum damage, then the maximum damage will replace the total damage.


*Weapon damage can be found in section 4
**In concept, a melee weapon will always deal a certain amount of damage. It makes no sense that the same glancing blow with the same force will cause more or less damage than a previous one. Thus, weapon damage is not rolled and has a set number. However, the strength and skill that your character applies to a strike can cause additional damage. Conversely, a weapon, regardless of how hard you swing it, can only deal a finite amount of damage. Thus, all melee weapons have a maximum amount of damage they can deal. Except in the case of a critical strike (see section 2.4)


2.2.1 Duel Wielding

When using two weapons, your character /rolls twice and subtracts 2 from each roll. Apply MIG to the first roll regularly, but only add ½ of MIG to the second roll (rounded up). In addition, your offhand only does minimum damage (no additional damage is applied, and it does not carry over to the first roll).

EX: A rogue with 2 MIG makes a melee attack using two short swords against a peasant with 8HP and 10DEF. He rolls a 14, and then a 16 (for a total of 15). Thus, his first attack deals 4 additional damage (3, because if can only deal a maximum of 6), but the second attack will only deal 3 base damage, for a total of 9 damage, killing the peasant.



2.3 Ranged

When attacking another character with a ranged weapon, you emote the attack, /roll, and add your character’s Agility (AGI) modifier. If this roll equals or exceeds the opponent’s defense, you score a hit and deal damage based on the ranged weapon* you’re using. The defending player then emotes the appropriate response. **

*Weapon damage can be found in section 4
** In concept, a ranged weapon’s accuracy is in the hands of its holder. However, the ammunition you are using (pellets, arrows, etc.) will always deal a set amount of damage when it hits a target. It can be argued that a skilled shooter can put an arrow will it will hurt the most, and it was considered that intelligence should reflect this damage. However, to balance and simplify the system, ranged weapons will deal the same damage every time, except in the case of a critical hit. Intelligence may be opened up to hunters in the future to modify this damage if it is considered underpowered.


2.4 Magic

Magic is considered powerful and unpredictable in the World of Warcraft. When attacking another character with magic, it is considered a ranged weapon. Thus, you emote the attack, /roll, and add your character’s Agility (AGI) modifier. If this roll equals or exceeds the opponent’s defense, you score a hit and deal 5 damage plus your character’s Intelligence (INT) modifier.


2.4.1 Healing

Paladins, Druids, Shamans, and Paladins all have the ability to heal themselves and others. A heal check is a simple /roll + INT. For every point exceeding 10, the target is healed for 2HP. When the healer is in melee combat, distractions will cut healing done to 1HP per a point above 10.

Healing = ( 3-18 ) + INT = Healing Check. Healing Check – 10 = Success. Success x 2 = Total HP healed. (If using the extended health set, multiply the Success by 3)
Per an encounter, a character can heal once, plus an additional time for every point of INT they have.

Healing takes a full round.



2.5 Critical Strikes and Botches

A natural roll of 3 is automatically considered a miss. A natural roll of 18 is automatically considered a hit and will deal 50% additional damage after modifiers have been factored in (melee weapons max damage ranges are also considered increased by 50%).

A DM is allowed to be creative with the rewards/penalties for rolling this 1:100 chance. However, it’s advised not to allow x2 damage or grant an additional attack, because, under certain circumstances, this will be enough to reduce the average character’s HP to 0.



2.6 Pets and Demons

Pets and Demons will go on their owner’s initiative. They are seen as having 8HP, 10DEF, 0 Might, 0 Agility, 0 Sufferance, and 0 Intelligence.

Warlocks and Hunters have the option of putting up to ½ their available skills (rounded down) into a Pet or Demon’s statistics. The stat cap (see section 3) is 1MIG, 1AGI, 1SUF, and (if a spell caster) 1INT.



2.7 Example of 2v2 Combat

After a series of tests, this one best represented and personified the mechanics of combat in the form of a story. Each paragraph is an edited collection of the emotes that occurred and is followed by a spoiler containing what occurred in the OOC channels.

DISCLAIMER: The following characters are purely fictional and do not exist on the server or in any literary form. Any likeness or similarities between them and any currently existing and/or preexisting characters are unintentional and purely coincidental.

The Story

Spoiler:
Vol is an adult troll mage (arcane). He has a defense of 10, because he has no Agility bonus and is wearing cloth. He has 14 health, making him more durable than your average mage, and is a trained spell caster with typical aim. His magical attacks deal 7 damage. (1 SUF, 2 INT)

Thrum is an adult orc rogue (combat). He has a defense of 12, which is a combination of his leather armor and talent for dodging attacks. He is trained in using his two hand axes to inflict fast attacks. He gets a +0, -1 bonus to both attacks, and his axes deal 3 to 6 damage each. (2MIG, 1AGI, 20HP)

Bastu is an adult Draenei paladin (retribution). His plate armor gives him 13 defense, which is not as good as it could be, because he does not use a shield. Instead, he prefers to end battles quickly with his war hammer. He deals 5-10 damage, and gains a +2 to melee rolls (a combination of years of training and his natural strength). He is also a talented healer. (2MIG, 1INT, 16HP)

Maria is an adult Night Elf hunter (marksmanship). She has spent most of her life perfecting her hunting skills. However, she also chose to spend time strengthening her Tiger, Sheila. Her training and mail armor gives her a 14 defense. Mira also has a +2 chance to hit with her longbow, which inflicts 6 damage. (2AGI, 1MIG, 20HP)

Mira’s pet, Sheila, is a regular tiger that has been taught to become ferocious and deadly with a simple whistle. Her claws inflict 2-4 damage, but her strength gives her a +1 in melee. (1MIG, 10DEF, 8HP)


At the edge of the Barrens, a skirmish has erupted between the Night Elves and Orcs. Vol, a troll, and an orc, Thrum, are sent around the frontline to scout a path to the Night Elf flank. Before it comes into view, they see several downed elven rangers lain side by side in the shade of a nearby tree. Vol takes a step forward, but swiftly spots Bastu, a Draenei paladin, attending to the fallen. Thrum bears both of his hand axes, but a nearby Night Elf, Mira, is aiming her longbow at him, encouraging him to remain in place. She shouts a warning to Bastu.

Spoiler:
Before the battle begins, the players exchange basic information (Defense, Weapon, and Stats).

Maria and Vol have met before in battle, and thus, their players have decided to accept character warnings, meaning that 0HP will result in death for their character. Thrum and Bastu decide that they don’t want their characters to die, so 0HP will render their character unconscious.

Everyone rolls initiative.

Vol rolls a 12, Thrum rolls a 10 (which is an 11, because he has 1AGI), Bastu rolls a 16, and Maria rolls a 9 (which is an 11, because she has 2AGI). Since Maria has a higher agility than Thrum, she will go before him.

The order is: Bastu, Vol, Maria, and then Thrum.

Bastu heaves up his war hammer and charges Thrum without another word, swinging the heavy head into Thrum’s side. Thrum crosses his axes, catching the blow, but the impact slides him back several inches. Bastu is forced back when a firebolt explodes against his chest plate. He looks to Vol, who is distracted by the arrow Mira has lodged into his shoulder. She whistles and a tiger jumps from the brush and lands on Thrum’s back. The orc uses his shoulder to throw the beast off, and then he lodges both of his axes into its shoulders. Mira stares on in disgust and anger as her companion’s lifeblood stains Thrum’s weapons.

Spoiler:
Bastu starts off by charging Thrum and making a melee strike. He rolls a 12 and adds his +2 might modifier for a total 14. Since this beats Thrum’s defense of 12, Bastu will deal two additional damage (14-12=2) along with his war hammer’s base damage, reducing Thrum’s HP to 9. 5 [base] + 2 [additional] = 7 total damage.

Maria makes a ranged attack against Vol. She rolls a 9 and adds her +2 agility modifier for a total of 11, a successful hit. Since she is using a longbow, it will deal 6 damage every time. Vol is now at 8 health.

Sheila goes on Maria’s initiative, so she makes a melee attack against Thrum. She rolls an 10 and adds 1 might for a total of 11. It nearly hits, but it’s just not enough.

Thrum makes a duel wielding melee attack against Sheila. He rolls twice and adds his full might to the first roll, and ½ his might to the second roll, and then subtracts 2 from each. Since Thrum has already done this math before the combat, he simply takes the rolls at face value, and subtracts 1 from the second roll. Thrum rolls a 12 and an 11 (which is really a 10). Regardless, both hits equal or exceed Sheila’s defense of 10, and deal 2 additional damage (12-10=2; the success on the second roll only deals base weapon damage). This damage, plus each axe’s base damage will equal 8HP, and reduce Sheila’s health to 0. 3 [base] + 3 [base] + 2 [additional].

Since Thrum will not die as a result of hitting 0HP, it is only fair he cannot kill Mira or her pet. However, Mira suggested that, if Thrum and she both survive the battle, the slaying of her companion would generate an interesting relationship between their characters. Thus, it was agreed upon that Thrum killed Sheila.

Vol makes a magical ranged attack against Bastu. He rolls a 14, but adds nothing since he has 0AGI. Still, this 14 beats Bastu’s defense of 13. Vol deals 5 damage + his Intelligence of 2 for a total of 7, reducing Bastu’s health to 13.

Thrum kicks the dead tiger off his axes and raises them above his head, intending to bear down on Bastu. Before he can react, the head of Bastu’s weapon connects with the leather covering Thrum’s stomach. Thrum lashes out as he flies back, cutting into Bastu’s shoulder armor before he hits the ground. Maria and Vol exchange fire and arrow, both receiving glancing blows.

Spoiler:
Round 2 is declared, and the order is reposted with the appropriate health (and possibly a number next to the character’s name indicating their defense. Ex: Maria14, 20HP)
B13, 13
M14, 20
T12, 9
V10, 8

Bastu makes a melee attack at Thrum and rolls a 10 for a total of 12, and deals 5 damage (12-12 = 0 additional damage).

Mira makes a ranged attack at Vol and rolls an 8 for a total of 10, hits, and deals 5 damage.

Thrum makes a duel wielding melee attack at Bastu and rolls and 8 and 15 for a total of 8 and 14, dealing 3 damage, because , when duel wielding, a success with the second strike only deals base weapon amage.

Vol makes a magical attack at Mira and rolls a 14, dealing 7 damage.

Bastu begins chanting a prayer, and Thrum steps forward to take advantage of this. Mira covers Bastu, planting an arrow at Thrum’s feet. Thrum growls and chucks one of his axes at the Huntress. The back of the axe hits her in the chest and she twists onto the ground. Vol also chants, but his spell fizzles.

Spoiler:
Round 3 is declared.
B13, 10
M14, 13
T12, 4
V10, 2

Bastu makes a healing check (with an intelligence of 1, he can only make 1 more in this encounter) and rolls an 11. A heal check is 11 + INT, so his check is 12 for a total of 4HP. (12 – 10 = 2 points exceeding x 2 HP per 1 point = 4 total HP). He is now at 13HP. If he had rolled a 9 for a total of 10, the heal would not have done anything, but it would still count against the amount of times he can heal per an encounter.

Mira makes a ranged attack at Thrum, rolls a 9 for a total of 11 and misses.

Thrum makes a ranged attack at Mira using his axe. He rolls a 17 and adds his AGI for a total of 18, which successfully hits. Since it is not a natural 18, it does not count as a critical. A thrown melee weapon deals 4 damage. If the strike had been a critical, it would’ve dealt 6.

Vol makes a magical ranged attack against Bastu and rolls a 10, missing.

Bastu’s chanting ceases, and he brings up the handle of his maul in time to catch Thrum’s axe. He pushes the orc back, yelling as he swings the hammer around his head and then delivers it to the orc. Thrum ducks underneath the war hammer, just as an arrow flies above his head. Vol tries to distract the Night Elf with a frostbolt, but she tumbles out of the way.

Spoiler:
Round 4 is declared.
B 14
M 9
T 4
V 2

Bastu melee attacks Thrum, rolls a 9 for a total of 11 and misses.

Mira ranged attacks Thrum, roll an 8 for a total of 10 and misses.

Thrum uses his single axe to melee attack Bastu. He rolls a 4 for a total of 6 and misses. (Since it is a hand axe, and lighter than a regular axe to be capable of duel wielding effectively, it would still only deal 3 to 6 damage).

Vol makes a magical ranged attack against Bastu, rolls a 10, and misses.

As Vol’s spell passes her, Mira rolls onto one knee and quickly lets off an arrow, nailing Vol in the head. The troll looks onward, surprised, before collapsing onto the ground. Throm tries to his best abilities to dodge Bastu’s furious attacks, but the hammer finally nails him and renders him unconscious. Bastu and Mira both exchange tired glances. Bastu lifts the orc and they carry him off towards the forests.

Spoiler:
Round 5 is declared.
B 14
M 9
T 4
V 2

Bastu makes a melee attack against Thrum and rolls a 10 for a total of 12 and deals 5 damage, reducing Thrum to 0HP. Since Thrum has not accepted a character warning, he falls unconscious.

Mira makes a ranged attack at Vol, rolls a 10 for a total of 12 and deals 6 damage, reducing Vol to 0 HP. Since Vol has accepted a character warning, he is now dead. The entire battle lasted about half a minute.

Bastu and Mira respect Thrum’s wishes of keeping his character alive, and decide to take him as a prisoner of war. The following storylines could lead to his escape, rescue, or execution. Either way, Mira and him have a lot of roleplaying to do.




3. Determining Character’s Stats

This section will guide you through generating a character that is legal within the 3d6 system. This process shouldn’t take long if you have at least some basic understanding of how the system works. Before beginning, it should be noted that it is ill-advised to pour all of your character’s available points into a single stat. Once you’ve finished determining your stats, this is what they mean:

0: Average
1: Talented
2: Trained
3: Specialized
4: Expert (Only available to Old/Seasoned Adults)
5: Heroic (Only available to prestige classes)



3.1 Age

The amount of points you get is directly determined by your character’s age. However, since this is based by a set amount of years rather than perception, a basic formula can be applied to maintain a fair system (and keep the young of races such as Elves from being at a disadvantage).

(Character’s Race Age + Human Age) / 2 = Accepted Age

However! To keep from having to make an entire new age chart, simply fill in the above formula* using points assigned by where your character fits in at the Race and Human Age:

Young Adult – 2 Points
Adult – 3 Points
Old – 4 Points

For example, a 123 year old Blood Elf is Old by Human standards, but Young by elven standards. Thus: (4+2)/2 = 3. So his accepted age is Adult, and thus, he gets 3 points.


*Note that this formula is only intended for character above the age of 100.


3.2 Class, Talent Spec, and Health

Every class and talent tree has a Stat Cap. This limits the amount of points you can put into a certain stat. For the young adult to adult character, the maximum is usually 3 for the highest stat. However, if you have an old character, the cap on the highest stat is upped by one.* (An old protection warrior can have up to 4 Sufferance, rather than 3). The following table will allow you to legally allot your points into statistics. My apologies for the less-than admirable quality of the table, but it gets the job done.

*In the case of the two highest stats being equal, you may choose which one to up.
Stat Cap Table
Spoiler:
[Image: Classes.png]


3.2.1 Prestige Classes

Prestige classes gain 2 additional skill points. In addition to this, the two highest stats available to your character have their caps increased by 1. This bonus stacks with the bonuses of being an old character.



4. Equipment

Throwing a melee weapon will do 4 damage (regardless of what it is), and bashing someone with a shield will do 2 damage (4 max).


Weapon Damage Table
Spoiler:
[Image: DamageTable.png]

Armor and Shield Bonuses Table
Spoiler:
[Image: Armortypes.png]


5. Advanced Combat (Optional)

The Advanced Combat portion of the Spix system is only intended to be used on a small scale to create a more in depth and balanced combat system amongst experienced system-users. A DM, or group majority if there is no DM, will always have the say in whether or not to allow Advanced Combat or to selectively exclude and/or allow certain ones. In addition, concepts that don’t affect combat (such as scarring)* are used at the player’s discretion.

*These will be indicated as a Non-Combat Concept


5.1 Shield Breaking

Due to the fact that some classes chose to become less armored than their counterparts, those who use a two handed great sword, axe, or maul (hammer, mace, etc.), have the ability to shatter or break the shields of a defending opponent.

Thus, whenever you deal more than 10 damage with a two handed weapon, the extra damage that did not affect health will carry over and deal damage to the defending character’s shield.

Wooden shields have 1HP, while Metal Shields have 2HP. Once a Metal Shield is reduced to 1HP, it only grants +1 defense. Once a shield reaches 0HP, it is considered broken, shattered, or damaged beyond usefulness and provides 0 defense, and may not be used as a blunt, improvised weapon.

EX: A Retribution Paladin (4MIG)* uses his war hammer to attack a Protection Warrior (DEF 15) using a metal shield. The Paladin rolls a 17 for a total of 21, dealing 6 additional damage for a total of 11. However, since only 10 of the damage can be applied to the Warrior’s health, the extra 1 damage will shield break the metal shield (1HP) and reduce the Warrior’s defense to 14. If the Warrior had been using a wooden shield, it is considered broken and useless.



5.2 Scarring and Damage

This is a Non-Combat Concept

A shaman just blasted you with lightning for 7 damage. What exactly does that mean? To better explain how you would emote an accurate response, we can put damage into terms.

Taking 2 damage would be like getting hit by a solid punch.
Taking 3-4 damage would be like getting grazed by a knife or dagger.
Taking 5-6 damage would be like getting hit square in the chest with a sword.
Taking 7-9 damage would be like a moderate hit to the chest with a war hammer.
Taking 10 damage would be like getting smacked in the head with that same war hammer.

However, you should take 25% of your character’s base HP (without Sufferance) and remember that as your character’s balance point. Once their health reaches this point, they should start taking injuries after sufficient damage as indicated by the metaphors above. Before then, it’s like dents in the armor or being thrown off balance.

In addition, if a hit ever reduces your character’s current HP by 50% or more, it should be considered a physical wound that could generate a scar. Depending on how close you are to 0HP should determine whether or not such a scar would be permanent.



5.3 Multifire

It is possible to rapidly fire two sequential arrows at one or two targets to increase your chances of hitting at the cost of damage and accuracy. Simply roll 3d6 twice, and add half your AGI (rounded up) to each roll. A successful hit deals ½ weapon damage. This is purely a mechanic that allows you to show whether your character likes to take their time and aim for the killing blow or pump out arrows on an impulse and let luck take care of the rest. However, it’s advised you avoid using multifire during large scale events. A DM has the power to prohibit the use of multifire during an event to avoid clutter.


5.4 Unpredictable Magic

You can choose to half the damage of a magical attack to have an extended magical effect BEFORE rolling the attack*. However, in order to generate an effect, your character’s ranged hit must exceed the opponent’s defense by more than 2 points. If not, then the spell is still considered to do half damage (after applying modifiers) and have no effect on the opponent.

The extent of the effect is based on the result of ranged attack roll and the nature of the spell. Magical effects can be found on the table below. In the case of a large scale event, the DM has the option of denying this type of casting for the sake of time and stress free management.


*In concept, this is like casting a spell in a different way, outside of the normal arcane missile, firebolt, or frostbolt. You sacrifice the effective damage of the spell to see what happens.

Magical Effects Table
Spoiler:
[Image: MagicalEffects.png]


5.5 Healing By Class

Healing is not the same for every class. In order to allow groups more strategy for this tactic, the following bonuses/limits expand on the ability to heal.

Priests heal 2HP for every point exceeding 8.

Paladins must be able to touch the target they are healing, but they do not take the 1HP per point penalty for healing in combat.

Druids heal over two rounds.
EX: A druid rolls 12+2 (INT) = 8. They heal 4HP in the current round, and the additional 4HP will be granted in the next. The druid is free to attack in the second round.

Shamans have the ability to chain heal, distributing his/her heal with up to 3 additional targets (rounded down). This must be declared before rolling a heal check. For each additional target after 1, 1HP is subtracted (stacks) in the order that the heal was declared.

EX: A shaman attempts to chain heal targets A, B, and C. The shaman rolls 14+1(INT) = 15. 10HP is distributed between the 3 targets (rounded down). B subtracts 1, and C subtracts 2. Thus, A is healed for 3, B is healed for 2, and C is healed for 1.



5.6 Exhaustion

After unsuccessfully defending him/herself so many times, a character will begin to feel exhausted. Thus, when a character’s health reaches their Class Exhaustion HP minus their Sufferance, they suffer a -1 to all rolls and to defense.

Paladins, Hunters, Death Knights, and Warriors have a Class Exhaustion HP of 5.

Shamans, Druids, and Rogues have a Class Exhaustion HP of 4.

Mages, Warlocks, and Priests have a Class Exhaustion HP of 3.

Pets and Demons have a Class Exhaustion HP of 2.




6. Underlying Concepts

Reading this section is not necessary to understand how the system works. This is more or less for those who are interested in why and how I developed the system the way I did.


6.1 Balance

So far, I have been surprised again and again by the accuracy of the system, disappointed by hours of invalidated research, and pleased by correctly predicting results. Though, the way the system has balanced itself will probably generate some complaints. This is because, in all essence, every class will not do well in 1v1 combat, nor will battles frequently be epic and mind-blowing. In some match ups, the battle may drag on until the player’s determine their characters are too tired to carry on, and someone must either surrender or they’ll have to call it a draw. In some, they may be over in one to two rounds.

To elaborate on this: When conducting a 1v1 duel between a protection paladin and a protection warrior both using the sword and board technique, they should be equally matched. The warrior had a slight health edge, but the paladin has the ability to heal. Thus, if we were to reproduce the battle 1,000 times, the Paladin would probably win a few more battles than the warrior. When testing this in a simulated battlefield where the warrior and paladin fight on the frontlines, the combat ended up dragging out for nearly twenty minutes (half a minute in terms of rounds). Both had only scored one to two hits in that time. In this case, luck (the determining X factor between two equally matched opponents) was favoring neither. If they continued the duel, there’s no doubt it would have eventually been resolved when luck finally favored one or the other. However, by then, the players agreed that their characters would see that they were equally matched, disengage, and go find easier targets. Thus, the system was proven to enhance options in role play, rather than just assist in representing accurate combat.

In another test, a retribution paladin confronted a frost mage in 1v1 battle. As far as the system is concerned, the paladin will win most of the time, but not without taking some serious wounds. If the paladin’s luck is below average, and the mage’s is above average, there’s a slight chance that he’ll win the battle, but also without taking serious wounds. During testing, where both participants had average rolls, the paladin won hands down. (About 38 screenshots of this battle are available upon request)

In all essence, the system favors melee classes in 1v1 battles. The argument can be made that this is unbalanced, and, technically, that could be true. However, the system is designed not to make every class as strong as the next, but to provide the best representation of a class’ weaknesses and strengths in the World of Warcraft universe.



6.2 Rolling

Nevertheless, to create a precise combat system, yet to still keep it extremely simple and easy to learn has proven difficult. That is why I took up the challenge of narrowing everything down to one dice roll. The question now: Why 3d6? Why not 1d100 or 1d20?

The Spix System is centered on the belief that “10-11” is the average. When a peasant punches another peasant, the resulting roll should be “10”. When a commoner fires a gun at another commoner, the resulting roll should be “10”. You’re not going to always roll a 10, though. This is the X factor: Luck. In all honesty, the perfect system will generate a 10 every time, but that wouldn’t be realistic… because life isn’t perfect. Sometimes luck just isn’t on your side, and you don’t do as well. The chance of you rolling a 10 on a 1d20 is 5%. The chances of rolling a 1 or 20 on the same dice are also 5%. This pretty much means… you’re not average; you’re a breathing X factor. The 3d6 system does not completely eliminate luck, but it does significantly reduce its impact on the average abilities of your character by creating a bell curve that will generate an average number most of the time (eliminating extreme values). Whenever you roll below or above average, it is the equivalent of your character having a bad day, not being at the top of their game, being eager or just more responsive than they usually are.

Though, why should you have to make a macro to /roll 6, three times in-game, rather than just /roll 3 18 or /roll 5 20. Essentially, this is because that would be the same as rolling a 1d15, or 1d20. You just up the percentage by about 1.67%. The 3d6 system uses an average understanding of probability to create that average defining bell curve. Your chances of rolling 1 three times in a row on a 6 sided die are about 1 in 100. Your chances of rolling a 1, and then another number besides 1 are 7 in 50. Thus, your chances of botching or scoring a natural critical hit are severely low. However, when they do happen, it will be the stuff of legends (David and Goliath).

Why not 3d6+2? It’s essentially the same system. This is true; however, since the system is centered on the belief that the average is “10”, I’ve opted not to add the extra 2. This is because the new average becomes 12-13, thus favoring the higher numbers. This small difference tends to end battles quickly when accompanied by a +5 modifier (Average rolls result in 17 and 18, which unbalances the entire system). Also, it is more difficult to have to sum up three numbers, add two, and then add your modifier, rather than just summing up three numbers and adding a modifier.

To help you visualize what I've just said, feel free to take a look at the following graphs:
Spoiler:
[Image: Table11.png]
[Image: Table12.png]
[Image: Table21.png]
[Image: Table31.png]

According to the 3d6 system, 48.5% of the time, you will be rolling a number between 9 and 12. 76.6% of the time, you’ll roll between 8 and 13. There’s only an 18% chance you’ll roll below 7 or above 14, and a 9.3% chance of rolling below 6 or above 15. For every +1 modifier your character has, all those sets are increased by one. (+1 means 48.5% of the time, you’ll roll between 10 and 13) This is why no modifier exceeds 5.



7. Basic Stats for Large Scale Events

Sometimes, an event or group is too large to allow custom character stats because of the confusion and difficulty of trying to track everyone’s defense and so forth. However, subjecting characters to the complete ferocity and unpredictability of the Rolling Gods can dissatisfy many of their players. Just treat each class with the following set of statistics (it’s up to you, as the DM, whether or not to allow some form of customization).

Basic Stats (Large Scale)
Spoiler:
[Image: BasicStat.png]



8. Quick Reference Rules and Formulas

1. No Defense shall exceed 16. A Defense of 17+ is considered overpowered.

2. No Damage shall exceed 10, except in the case of a critical hit.

3. No Modifier shall exceed 5.

Formulas
Determining the damage of a successful melee hit: ( 3-18 ) + Might = Attack. Attack – Opponent’s Defense = Additional Damage. Total Damage = Base Weapon Damage + Additional Damage. If this total damage exceeds the weapon’s maximum damage, then the maximum damage will replace the total damage.

Determining if a ranged/magical attack hits: ( 3-18 ) + AGI = Attack. If Attack >= Opponent’s Defense, damage is dealt. If Attack < Opponent’s Defense, it is considered a miss and no damage is dealt.

Magic Damage = 5 + INT

Healing = ( 3-18 ) + INT = Healing Check. Healing Check – 10 = Success. Success x 2 = Total HP healed. (If using the extended health set, multiply the Success by 3)

Defense = 10 + AGI + Armor Bonus + Shield Bonus



Author’s Note: That’s about it! Feel free to drop a comment or question about the system in this thread. I’ll take any criticism to heart, so long as you do me the honor of giving the system a chance, first. However! If you have a suggestion, discovered a loophole, or consider a class too over/underpowered by Lore standards, please PM me and I’ll do my best to resolve the issue.

Also, I have taken racial modifiers and class special abilities into consideration, but at this time, it’d be too much and complicate the system, as well as make it harder to learn.

If you ever spot me on GM Island, I will be more than happy to guide you through a bit of combat. As to clarify anything you may not have entirely grasped about the system.
FOR SCIENCE!


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#2
This is a very solid concept, but better suited for smaller RP circles than someone normally going around holding events consistently. If you shave off some rules, perhaps just default to the mass combat section. Then you have something you can use time and time again without much question in most cases.
[Image: lich_king_signature_by_wyrx-d3jo9rm.png]
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#3
(08-11-2011, 02:53 PM)Brutalskars Wrote: This is a very solid concept, but better suited for smaller RP circles than someone normally going around holding events consistently. If you shave off some rules, perhaps just default to the mass combat section. Then you have something you can use time and time again without much question in most cases.

Thank you for taking the time to comment, Brutalskars.

I'm really still developing the system, and it was difficult to decide where I wanted to take it at first. The idea came about 5 days ago after I wanted to provide a simple alternative to the /roll 100 system following my first event on the server. For testing purposes, I decided to dwell as deep as I could into the mechanics, and now I believe it is time to start cutting back as useage reveals loopholes, aids in the balancing process, and I am given new perspectives. In the future, I'm hoping the system can be exactly as you described it.

If you would be willing to elaborate on what you're looking for in an all-around, durable system and the changes needed, the insight and assistance will be greatly appreciated when I go back to the drawing boards.
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#4
Seems like it can work.
Just have people write up stat sheets in their TRP/Flag profiles. :3
Those that will use it, anyhow.
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#5
AGILITY (AGI) signifies a character’s accuracy with ranged weapons, reaction time, and reflexes. It is added to initiative rolls, magic/ranged attacks, and defense.

I think a separate stat is needed for magical attacks, to be quite honest. Because I was going to think, "Oh, AGI of 1 works f-- this affects magical attacks too? Derp."
[Image: Ml7sNnX.gif]
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#6
(08-11-2011, 03:37 PM)Aphetoros Wrote: AGILITY (AGI) signifies a character’s accuracy with ranged weapons, reaction time, and reflexes. It is added to initiative rolls, magic/ranged attacks, and defense.

I think a separate stat is needed for magical attacks, to be quite honest. Because I was going to think, "Oh, AGI of 1 works f-- this affects magical attacks too? Derp."

I can understand where you're coming from Aphetoros, and you do raise a good point. However, adding another Statistic would only make the system more complicated then it needs to be.

For a counter arguement, when you take a look at the Stat Cap table, Mages, Warlocks, Druids, Priests, and spell-focused Shamans all have access to some form of Agility. This is because Agility does not define magic damage per say, but rather defines the character's ability to sacrafice magical damage for accuracy. It also discourages them from pouring all of their points into one statistic.

However, since this may prove to underpower magic users' damage output, I am considering that magic attacks may ignore armor when determining defense in a future draft of the system (while of course eliminating the INT modifier to damage to keep it from becoming overpowered).

In conclusion, adding a new statistic wouldn't be the optimum route towards a simplistic system. Nevertheless, I'm interested in the proding of my stance on your suggestion. Thank you!
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#7
Woot, you got around to posting it.

Lots of work went into this. All in the name of science! And realism. I hope it catches on.
[Image: large.png?1309884332]
When home is far behind and ever the long roads wind,
I keep your memory in my mind; one day I'll repay in kind.
For so long as I've gone and so far I've wandered,
The evening star to me you are.


Lancelet Ardanos - Treading the never-ending road
Domaris Dawnstriker (Firebrand) - Conflicted Quel'dorei-at-heart
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#8
I really like the amount of work you've put into this system, it shows dedication and craft, but the single greatest drawback of this and other comprehensive roll systems is the same reason we haven't had one thus far: it's way too complicated to explain to everyone who wants to have a scuffle.

I hope to see it in a future event you host, but I don't think it'll be widely adopted for general RP.
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