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Legend of Zelda RPG
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===Attacks and Damage=== To make an attack, roll the appropriate dice pool for your weapon. For instance, a typical sword would use Brawn + Melee, a Biggoron's sword would use Brawn + Heavy, and a bow would use Agility + Ranged. If you make at least one success, your attack hits, and you deal an amount of damage defined by your weapon. Each additional success you score beyond the first increases the damage you deal by 1/4H (for now, anyway -- eventually different weapons may have different kinds of effects for extra successes, but that can wait). A target that defends itself may cancel out some or all of your successes, as described below. If the target is wearing armor, the damage dealt by a successful attack is reduced by a certain number of hearts based on what kind of armor the target is wearing (see below). Attacking is usually just a single action, but attacking with a Heavy weapon requires two actions, due to their relative unwieldiness. You can only use each of your hands once per turn. This includes : swinging a sword, blocking with a shield, casting a spell, pulling a bow, using an item, throwing a punch, and more. Two handed weapons use both of your hands, one handed weapons use one hand, typical ranged weapons use two hands, and spells use two hands if they are complex, and one if they are simple, refer to the magic section for more information. Anything you can do in your main hand, you can do in your off hand, but at a -1 dice pool penalty to all rolls with it when attacking. Defending with your off hand does not take this penalty. Certain weapons can attack with Reach. This means that they can threaten two squares away from themselves, given that the middle square is empty. This allows a character with reach to strike a normally armed character when he himself cannot be hit. There is a wielding penalty to Reach weapons. Unarmed is a normal melee attack with either hand. Damage scales with size such that a medium does 1/4 h + 1/4 h per success. Smaller size categories can only damage through successes while every size up adds 1/4 h to direct damage. Unarmed damage cannot remove an enemy's Final Heart. Even when armed, you can make an unarmed attack. *A summation table for reference: *The largest weapon a Medium can wield in one hand is a medium weapon. *This scales to character size and is all relative. *The largest weapon a character can draw as a free action is 1 sizes below his main. *A character can wield a weapon 1 size over his main in 2 hands, each attack taking 1 action and stunning for 1. (Acts as a heavy attack that isn't at the limit) *A character can wield a weapon 1 size over his main in 1 hand, each attack taking 2 actions. *A character can wield a weapon 2 sizes over his main in 2 hands, each attack taking 2 actions, and a successful attack stunning the target for 1 action. *A character can wield a weapon with reach the size of his main, in 2 hands, each attack taking 2 actions and stunning for 1. *A character can wield a weapon with reach the size of his main, in 1 hand for 1 action, sacrificing reach and 2 offensive die *A character can wield a ranged weapon the size of his main, taking 1 action to aim and another to fire. *A character can wield a crossbow 2 sizes above his main, taking 1 action to preload, 1 to aim and a third to fire. Preloading can occur on a previous round. *A character can throw a weapon 1 size above his main, taking 2 actions. This weapon is treated as a size category lower when not being thrown ====Ranged Weapons==== Attacking accurately with a ranged weapon takes 2 actions -- one to aim, and one immediately afterward to fire. You can attempt a quick shot without taking time to aim, using only a single action to attack, but this comes at a great cost in accuracy -- your dice pool for the attack is halved (rounded down, but to a minimum of 1 die). Crossbows additionally require an action to load, but unlike aiming this can be done well in advance of firing, with various other actions done in between. However, crossbows deal considerably more damage -- much like how Heavy weapons, though they take two actions to use, deal considerably more damage than Melee weapons. Ranged Weapons have a base range increment of 10 squares. Every increment past that gives a -1 penalty. This applies to magic projectiles as well. Ranged Weapons take the same damage as melee weapons. A short bow is equivalent to a medium weapon, longbow is Imposing and Crossbow is Hefty. Crossbows would be considered heavy, that is why they have the extra 'load' action. Normal ranged weapons use Agility, thrown weapons such as axes and pots, use Brawn. Thrown weapons use a range increment of 3. ====Techniques==== There exist many different techniques that can be used in combat, and sometimes out of combat. To use a technique, you typically have to spend the stamina cost and spend a single action on it. Techniques generally represent something you could do normally but would be far more inefficient at without the technique, so the same roll is used as if you were doing it the hard way. For example, you could move forward and attack, or you could jump attack, both would be a melee attack. Techniques require any hands that would be required to do it the hard way, and can only be performed once per turn. In the same example, jump attacking would use your main hand for that turn, but you could still shield bash with the other. Special techniques exist with 0 stamina cost. These are Traits. They are always in effect. They cannot be trained, but are rather rewards given by the Sage for certain actions at their discretion. Say, if you grappled a dragon to death, you would get the trait Wrestler (+2 to all grapple checks).
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