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Post by Christian Rayson on Apr 30, 2013 1:47:24 GMT -6
The ten core abilities of Clash Tower are: Close (close combat accuracy), Long (Long range accuracy), Avoid (physical defence), Sturdy (ability to resist physical damage), Health (physical damage resource),
Tech (tech attack accuracy), Oracle (oracular attack accuracy), Wisdom (mental defence), Ego (ability to resist mental damage), and Resolve (the mental damage resource).
As you can probably tell, that spells out the acronym C.L.A.S.H. T.O.W.E.R. Yes, I am a geek. Anyways, the four attack accuracy attributes have values that are a number followed by a d (for dice) and then a second number or letter that indicates a randomization meathod. If it is a number then it represents the number of sides on a dice. Thus far in the games development, different letters represent different setups of card decks. The defence, resistance, and resource scores are all static numbers.
Thus, if a model has a Close score of 3d6 then you would roll three six sided dice and add their results together for the accuracy of that attack. If this number is as high or higher than the Avoid score of the defending model (or Wisdom if the attack were Tech or Oracle) then the attack hits. The damage of the attack would then be rolled, and if the damage exceeds the relevant resistance atribute then the ammount it exceeds the defending models relavent resistance attribute is subtracted from the relavent resource.
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