Comhartha: Rules

This article, written from an ***OOC-Perspective*** pertains the basic **rules** and **mechanics** of *Comhartha* and especially its combat system. Subjects and details of this article may be expanded and/or changed in the future, depending on certain tweaks.

Characters - Gwydion Sidan - The Strategist

Ilchroch: Marchanadd - Red Dragon Empire - Order of the Malig Dragon - Dark Strongholds - Order of Etain - Gwinity-Tribes - Ajala - Frozen North - Ove Trading Company

The End of the Onye Ohi Bandits

Comhartha Sensha-Do Project

Developer: Forbróir Computing Limited - Publisher: Foilsitheoir Printing House

## Stats

* HP - Hitpoints.
* ATK - Attack.
* ATK-Classes - Physical or Magical.
	+ Physical:
		- Sword (P-S): Doubles the ATK against unmounted units.
		- Lances and spears (P-L): Doubles the ATK against mounted units.
		- Axe (P-A): Ignores Def.
		- Unarmed (P-U): Attacks twice per turn by default.
		- Knives (P-K): Attacks twice per turn by default.
		- Firearms (P-F): Doubles the ATK against flying units.
		- Crossbow (P-C): Ignores Def.
		- Bow (P-B): Attacks twice per turn by default.
	+ Magical:
		- Healing (M-H): Regenrates HP by the amount of ATK.
		- Dark (M-D).
		- Light (M-L).
* Spd - Speed.
* Mounted.
* Flying.
* Def - Defense.
* Res - Resistance.

## Immutable Rules

* Decimal Numbers are always rounded up.
* All attacks hit.
* Skills always activate.
* No permadeath unless **specifically** requested.

## OOC: Character Creation for willing participants

* **IMPORTANT**: This Guide is intended for when I ask people about whether or not they like to create characters or entire campaigns for Comhartha's Outrealm Campaigns in collaborative work.
* Thus, this guide is **purely OOC**.
* While I try to keep track of your characters, the main leg work is yours.
* Less is more.
* There are two options as what to do after naming and writing a bio:

#### Option 1: Use a Pre-Arranged Class

* Choose a class from this list.
* Spent up to five points on either HP, ATK, SPD, DEF or RES.
* Select a basic skill from this list. You can also propose a skill, however, any skill you propose and which is accepted **will** also be on this list and thus **will** be for other players (and me ; )) to select as well.
* Have fun!

#### Option 2: Set up your own custom class

* This is especially important for when you set up an Outrealm Campaign and wish to use own units, both ally and enemy, for it.
* Name it. If the name is already taken, either use another one or put an ajective in front of it (Bandit Ranger, for example).
* Choose if it is a mounted unit, a flying unit, neither or both, and it's Attack Classes (up to two).
	+ Range: Sword, Lance, Axe, Unarmed and Knives are **usually** ranged 1, Muskets 2, Rifles and Bows 3. Magical Attack Classes can be anywhere between 1 and 4.
* The HP should *at most* be somewhere in the ballpark of 15 to 20. Of course, less is always an option (villagers are kinda squishy, aren't they?).
* Together, the stats for ATK, SPD, DEF and RES should come out between 20 and 30 points. Less is, as always, an option, too. These are then the class' Base Stats.
	+ Logic is **not** optional.
* Select a basic skill from this list. You can also propose a skill, however, any skill you propose and which is accepted **will** also be on this list and thus **will** be for other players (and me ; )) to select as well. This skill will then be the class' default skill.
* For your characters, spent up to five points on either HP, ATK, SPD, DEF or RES.

#### Unique Classes

* Only one character can be of a Unique Class (hence the name). **No exceptions.**
* Per Outrealm Campaign, only one character of a Unique Class can be introduced. However, less is more. **No exceptions.**
* Name it. If the name is already taken, either use another one or put an ajective in front of it (Bandit Ranger, for example).
* Choose if it is a mounted unit, a flying unit, neither or both, and it's Attack Classes (up to two).
	+ Range: Sword, Lance, Axe, Unarmed and Knives are **usually** ranged 1, Muskets 2, Rifles and Bows 3. Magical Attack Classes can be anywhere between 1 and 4.
* The HP should *at most* be somewhere in the ballpark of 15 to 20.
* Together, the stats for ATK, SPD, DEF and RES should come out between 20 and 30 points. These are the class' Base Stats your unique character class character is working from.
	+ Logic is not optional.
* You can propose a unique skill. While they can be a bit more powerful then the normal skills, they will not be overpowered. Unique skills are, and will be, unique.

## Version 1.0

### Gameplay

* Turn based on a square-grid, first the Player Phase, then the Ally Phase, then the Enemy Phase.
* During a turn, the player can move his characters/units around within the confines of their movement points and conduct one action (attack and enemy, heal an ally, use an item, etc.). After that, unless the Character has a corresponding Skill, the character has moved. Once all characters have moved, the turn ends.
* The characters' movement points are determined by their Speed/SPD Stat. 1 point in SPD equals one movement point.
* When a chracter kills a unit, he or she receives a level and one Stat Point for free distribution among ATK, SPD, DEF or RES, *unless* the character is more then three (3) levels above the killed enemy unit.
* Characters receive 1 HP every other Level (2, 4, 6, 8 and so on).

#### Combat

* Combat is initiated when one unit attacks another.
* The attacker, unless prevented by certain skills, always attacks first, the defender, unless out of range or hit points or belonging to the Attack Class M-H, responds.
* A unit on a tile can not be moved past unless by certain Skill.
* Damage (DMG) is calculated by:
	+ DMG=ATK (own, with all boni or mali applied) - DEF *or* DMG=ATK (own, with all boni or mali applied) - RES
	+ Physical Attack Class attacks use the former formula, Magical Attack Class use the latter.
	+ HP (new) = HP (old) - DMG

#### Terrain Tiles

Every map consists of a number of terrain tiles, which belong to different types, which have different effects. These effects can be mitigated, enhanced or grow worse by different Skills or other factors, but keeping the effects of the tiles on both oneself and the enemy in mind is a key to victory.

Flying units receive no bonusses or malusses, but can traverse all terrains.

#### Skills

* At level 1, every character has one skill, the default class skill, at the basic level.
	+ Player characters can freely select skills among the basic skills.
* At levels 5, 10, 15, 20, etc. the character learns an additional skills.
* Every character, player or otherwise, has three active skill slots. Skills in these slots can **only** be changed between battles.
* To level up a skill, (I will have to think of something).

#### Items

* Each unit has four item slots.
* Items come in three varieties:
	+ Weapons.
	+ Amulets.
	+ Consumables.
* Consuming an item ends the turn.
* Specifically marked items can be plundered from dead enemies, these will be marked in *cursive*.
* ATK-Moves can only be used with an appropriate weapon item equipped (for instance, a Line Infantry can only attack with a Musket in the inventory).
	+ The Item sets the ATK-Range.