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Malkavian Madness Network  |  Other Systems  |  Digimon: Digital Adventures (Moderator: MrParaduo)  |  DDA Cheat Sheets
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MrParaduo
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« on: April 22, 2022, 05:17:08 PM »

Digimon Combat Cheat Sheet

Initiative
•   Roll 3d6 + Digimon’s agility score. Tamers don’t roll unless they don’t have a Digimon partner, and act on same turn as said-partner. If partnerless, they roll 3d6 + (Agility + Fight) to decide Initiative.
•   In the event of a tie, the Digimon with the higher Agility Score goes first. If still tied, PCs take higher turn order.
•   Add +5 to Initiative Roll if subject initiated a Surprise Round (read: snuck up on). They also get a free round where the opposing party cannot attack in retaliation.

Surprise Round
•   As stated above, add +5 to Initiative Roll if subject initiated a Surprise Round (read: snuck up on). They also get a free round where the opposing party cannot attack in retaliation.
•   Attacks used in a Surprise Round qualify as Sneak for the purposes of activating Qualities.
•   If a Digimon has the Combat Awareness Quality at Rank 3, the Surprise Round counts as the first Round of Combat

Actual Combat
•   Both Digimon and Tamer have 2 actions, each.
•   A Simple Action counts as 1 action. A Complex Action counts as 2.

++STEPS++
1.   The attacker rolls their Accuracy Pool, and sets aside their Successful Dice.
2.   The target of the Attack rolls their Dodge pool, setting aside their Successful Dice.
3.   Subtract the number of Successful Dodge Dice from the number of Successful Accuracy Dice.
If the number of Successful Accuracy Dice is equal to or greater than the number of Successful Dodge Dice, then the Attack has hit.
4.   If there are more Dodge Dice than Accuracy Dice in the Success pool, or no successful Accuracy Dice were rolled, then the Attack has missed.
5.   Any extra Accuracy Dice after Dodge Dice have been subtracted are considered leftover Successful Accuracy Dice. For example, if you have 5 Successful Accuracy Dice and the opponent has 2 Successful Dodge Dice, that’s 3 leftover Successful Accuracy Dice. This number is added to the Digimon’s Damage Score.

--Attacking
•   Roll a number of d6s equal to your Accuracy Stat (using a Pool Check). Set aside successful dice (5s and 6s). In order to land an attack, Accuracy Successes must outstrip the target’s Dodge Successes.
•   A Digimon cannot use the same Attack more than once per round. Ignore this rule if said-Digimon only has one Attack. Tamers also ignore this rule because they don’t have named attacks.
•   3 ways to apply [Effects] in combat:
o   If a [Positive Attack Effect] is attached to a [Melee/Ranged] [Support] move, the Buffer must roll Accuracy, and the recipient must roll Health.
o   If a [Negative Attack Effect] is attached to a [Melee/Ranged] [Support] move, the attack must only land to affect the intended target. Any additional Accuracy Successes apply to the [Effect]’s duration.
o   If an [Attack Effect] is attached to a [Melee/Ranged] [Damage] move, the attack must deal 2 damage minimum to apply the effect. Any additional accuracy successes past that 2 Damage apply to the [Effect]’s duration.

--Dodging
•   Dodging checks are rolled as a pool with a number of d6s equal to Dodge Stat.
•   Whether a dodge was successful or not, the Dodge pool is lowered by 1 for every attack onward. This resets at the start of a new round.

Damage
•   After attack is confirmed to be successful, first add leftover Successful Accuracy Dice to Damage Stat. Then subtract the target’s Armor stat from the total. This final number is then directly subtracted from the target’s Wound Boxes.


Combat Stance
•   In a fight, there are 3 stances a character can take: Neutral, Offensive, and Defensive. If not chosen, you are considered in Neutral Stance by default. Changing stances counts as a Simple Action.
The following formulas are applied before negative modifiers are calculated:
o   Defensive Stance: Accuracy x (0.5); Dodge x (1.5)
o   Neutral Stance: No changes
o   Offensive Stance: Accuracy x (1.5); Dodge x (0.5). Neither Digimon nor Tamer can declare their intent to Hold Back while in Offensive Stance.

Human Derived Stats
• Wound Box Formula: Body Stat + Endurance Stat (cannot go below 2).
• Speed Formula: Agility + Survival Stat. This is how many spaces you may move with a Move Action.
• Accuracy Pool Formula: Agility + Fight Stat.
• Dodge Pool Formula: Agility + Dodge Stat.
• Armor Formula: Body + Endurance Stat.
• Damage Formula: Body + Fight Stat.
« Last Edit: April 06, 2023, 02:45:52 PM by MrParaduo » Logged
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