THE DICE SYSTEM
The dice system and its rules in Descending are a modified D20 system. As stated previously, combat in these events is not strictly determined by /roll beating /roll. Rolling in combat is simply an augment. Luck is simply a part of things. This does not mean, however, that it is the only determining factor. Attacks in Descending do not just whiff and miss altogether. All attacks are hits, and damage done is determined by a variety of factors.
In Descending, the turn system is a set rotation. Player Characters are put in an order by Alphabetical order, which is then randomly scrambled. After every three turns by the player, is the enemy's turn. During the player's turn, they may choose to LIGHT ATTACK, HEAVY ATTACK, HEAL, or ACTIONS (meaning using something from their equipment belt, bags, sprinting, etc.)
During the enemy's turn, the players being attacked may choose to DEFEND or BLOCK. Enemy turns occur after every third player turn. (This can be altered or changed based on attendance.)
Independent of enemy turns, based on timers and reactionary periods (phases), enemies may use attacks beyond their turns to affect the battlefield, terrain, or even enemy players. This is known as the mechanics system discussed in the master post.
All choosable actions consume Stamina (with some exceptions to ACTIONS, as described in the Master Post), of which all players are given (5) points of. Stamina is repleted at a static rate of (2) per turn cycle, meaning that when players complete their sequence and it begins upon the previous player, all players regain (2) Stamina.
Some enemies, and even player characters, are a little more resistant to different types of attacks. The swing of a sword will not pierce plate armor, for example, but it would definitely cause some form of shock. However, the swing of a hammer would crush plate and definitely leave a bruise. Lighter armor like leathers or robes would be completely vulnerable to the strike of a sword. A mage may be a little more resistant to frost style attacks, but the momentum of the strike would still cause some physical shock. Be aware, that armor is susceptible to the same wear and tear as it would have in reality, meaning that enchantments and armor throughout the same combat sequences and events may deteriorate.
All possible types of resistances in Descending are listed as follows, as well as subcategories;
Many of these resistances are mixable with others, so there are many variations that exist throughout the spectrum. Some Druidic magic can fall under both Magical as a whole, with Natural as well. Be aware, resistances also take place for certain types of healing as well. Healing a Ren'dorei with light based magic will cause damage. Healing a fire elemental with water magic will cause damage. Healing a magic-eater will yield in massive diminishing returns.
Defending increases resistances, primarily against physical trauma, but can affect damage dealt by magic as well. When choosing to defend against an enemy's attack (if targeted,) players immediately consume (2) Stamina and increase all resistances, reducing damage based on their existing resistances and an added flat amount. Defending can only be used to defend yourself. This calculation is done by the DM and damage done is reported afterward. Blocking works similarly, but is only possible if the player has a shield. Blocking consumes only (1) Stamina, can be used to block for others, and reduces incoming damage by the same amount as DEFENDING.
When attacking, players will immediately consume either (1) or (3) Stamina, and make a D20 roll in-game, and this number will alter their damage done. This calculation is done by the DM and damage done is reported afterward.
Light attacks will always deal at least one damage. Heavy attacks deal double the damage a light attack would cause, with diminishing returns, so they will always deal at least two damage.
Rolling high with your attack will increase its damage by up to three points, meaning up to a maximum of four. This number can increase as players progress through the storyline.
Enemies have no way of DEFENDING like players do, but their resistances are amped up to account for this. They, also, have significantly larger health pools, and no limit to their Stamina.
Encounters are the bulk of Descending, but just because combat is a main focus, does not mean that diplomacy is out of the question. Encounters can involve more than just murder-hoboing your way through the fray. Manipulation of mind, environment, and relations is all fair game, and all possible. Keep in mind, that these can have severe effects on what combat-related encounters do occur.
There is always a chance for some form of encounter, even if the threat is not imminently present. Players can either disuade or incite encounters throughout the process of the event, even if it is so much as rummaging through some boxes.
Many out-of-combat interactions require no checks, so long as it falls under your character's forte, and capablities. An experienced shadow priest trying to find information through a void corrupted tome can be done without a check. An experienced shadow priest trying to thwart the entirety of a boss encounter beginning through using a tome based in Arcane magic is far-fetched. You are not required to stick to your OOC class' rules in entirety, but always remember that your character can only do so much.
Checks are made for when characters approach something that might be either far out of their capabilities, or even just something they may not be able to do on their own. A worgen making a scent check to detect something out of place is possible. A worgen smelling a completely otherworldly object and being able to make some sort of conclusion is possible. Knowing further information through it would require a check. Most things that come to a check are doomed to fail, and require an absolute perfect roll in order to succeed.
When a player is required to make a check, they will roll a D100, and, should it be satisfactory, will succeed through luck. This system of luck is not based on rolling 100 out of 100. Two random numbers out of 100, are selected by means of an existing D100. One of those numbers are selected via a coin flip,and then the player if prompted to roll. If the player's roll lands on that exact number, the luck check will succeed, and the player will be able to decipher more information, lift a heavy object far out of their strength level, etc. Be aware, that for some things completely out of question, the player may be prompted to roll without even a chance of success. Also be aware, that failing these sorts of checks can yield in consequences to either Stamina, Hitpoints, or Character's wellbeing.
This post is meant to clarify on some information within the Descending master post. The system is very thorough, but seems much more complicated than it really is. The information within this post is an extended explanation. Be aware most calculations will be done by the DM, so do not let the information for this system scare you.