A whole new slew of rulings? Let's get ready…
The Dreaded 1
First, foremost, and the most punny is the ruling on rolling a 1. This does NOT kill you (normally - I reserve that right depending on action), and it does NOT stop you from performing the entire action string. This DOES, on the other hand, mean you botched…and hard. On an attack roll, this means you failed hard and the enemy defended immediately. On a defense roll, this means you not only failed defense but the enemy found a weak spot and gains an immediate x2 "crit improvement." See the next section to cover Crit Improvement ruling.
Now, on a crit defense (defending and rolling either a 20 or the Magic Number), what can you do? After Chapter 6, I'll be initiating a "20 Disrupt" general ability wherein the defender, upon crit defending, can attempt to "disrupt" an action string with a counter if you know one. In order to fully disrupt though, you must perform the attack (whatever the damage your counter can do), and then re-roll the d20. If you roll another 20, your counter immediately ends battle phase for the Disrupted target and the next person on the list of initiative gets to go.
Crit Improvement
We've done this before: you guys roll a crit, I roll a crit fail defense. I immediately apply a x2 "crit improvement" to your overall crit score. What does this mean?
This means if you normally crit x4 and I crit fail defend, your crit is now increased from x4 to x6. Quite simple really, yeah? Of course this also means the same damn thing vice versa.
Tentacles, Tentacles, Tentacles, CHAINS!
SO, there are a few on the team…and, after Chapter 6/7, quite a few enemies who can perform something like 50-100 attacks PER ROUND. How ARE we gonna deal with this, eh?
Multiplication.
I am going to grant this option to those who have more than 20 attacks in a round: instead of rolling all 20-100+ attacks in the round, THEN FREAKING ROLLING DAMAGE, I am going to allow you to shorten the numbers you need to roll, then multiply them by whatever factor you chose to roll them.
So instead of rolling 20d20 to see if your attacks even land, you can instead roll 1d20 and choose to use that number 20 times…or roll 5d20 and each dice counts for four attacks…etc. etc. etc. Keep in mind though, you MUST declare how this goes down BEFORE you roll, otherwise you'll be penalized.
Keep in mind my saying, "I don't care about each fucking damage dice, just tell me the end damage result." This is to increase the flow and pace of combat, since stalling out WILL start to piss everyone off…especially in the middle of truly heated combat.
For the record, Sly: no this isn't about you. On the other hand, I named this section after you. Mazel tov, mah braugh.
The Defense Roll
After Chapter 6 starting Chapter 7, due to certain reasons all of you will begin to have to figure out how many defenses you get per round…and, if you're not doing it already, get to utilize the Defense Roll. This is the powerful ability to roll 1d20 and add the number to your AC and, up until Chapter 7, none of you have had the proper Elan to do this (though freakin' Miss Lay is freakin' close). Despite that, you STILL cannot use this ability until Chapter 7. You may now groan for me: your misery is music to my ears.
Official: Starting Chapter 7, at Gnosis 100 you gain this ability.
Once Chapter 7 hits, you'll begin to face enemies who hit more times per round rather then UBER FUCKING HARD all the goddamned time. For that reason, I am going to ask you all to ensure that you know how many times you can defend in a single round at the end of Chapter 6 and before Chapter 7.
Now, have I forgotten anything? If so, lemme know and I'll update this segment…otherwise, there yar go!
Also, be prepared: once Chapter 7 hits, this world is gonna get rocked…I got TONS of updates and stuff for you guys, but not so much that you'll get swamped. Just enough that if you wish to dive deeper into the mechanics of this world, you now can.
You'll see.