Combat

## Basic Mechanics

### Stamina

Stamina is a resource expended by specific actions, such as dodging, which takes 1 stamina. to regain stamina, a character must spend a turn not not attacking, avoiding damage, or using other moves, at which point they will regain one stamina, a character's maximum being five.

### Durability

Durability refers to how many direct hits a weapon or shield can take form an attack; weapons by default have three durability, while shields have five.

### HP

Hp is a stat determined primarily by Armor, though other factors can affect it. If a character's hp is drained to zero, you die. the average hp is around 1500, though again, it's highly dependent on other factors.

### Roll Speed

roll speed determines a character's overall speed, whether that be for running or dodging attacks. Roll speed is determined by adding together the total weight of a character's armor, weapons and other weighted objects. the spreadsheet below shows the roll categories and their weights

Roll speed Table
 25 or less
 25-50
 50-100
 100+

## Avoiding Damage (melee)

### Dodging

one's ability to dodge an attack is dependent on the attacker's weapon's weight category, and the defender's Roll speed. Each kind of roll matches up with a weapon class, a roll costing 1 stamina for said class it matches up to, as well as everything heaver then said class. for example, it would cost someone with a medium roll 1 stamina to dodge an attack from a medium weapon such as an axe, the same being true for anything larger. For each weapon category lighter then the roll being used, the roll costs one additional stamina, meaning that if a medium roller were to try and dodge a light weapon such as a short sword, they would need to spend 2 stamina, and to dodge an ultra light weapon like a knife, they would need to spend 3.

Note! In some situations (EG if restrained, sneak attacked, ect) it would not make sense for a character to be able to dodge an attack, even if they have the stamina to do so. in such situations, rp logic must always come first, even if the math states they have the capacity to dodge an attack.

### Blocking

Blocking is rather simple; you raise a weapon/shield, and reduce oncoming damage by a percentage equal to the defense stat of the weapon/shield being used to block the attack, said defense stat, of course, aligning with the damage type the attack was delivering. In other words, the damage reduction from blocking works as it does in the darksouls franchise. (something about shield raising speed?)

### Parrying

(I'd say 'mechanics not needed', but given the mechanicless version hasn't been used once, perhaps mechanics would encourage use..)

### Countering

Countering is hitting a person in mid swing, before they've completed their attack. (basic speed scaling, something about being easier when ganking)

## Attacking

### Tanking

Tanking is the art of allowing an attack to hit you, and attacking in an attempt to trade. in basis, it works like a counter attack, but with the foreknowledge that you're going to get hit. (actual mechanics) (Should tanking be a thing? the more I think about it, the more it seems like a cheap trick that makes tanks overpowered for no good reason. maybe it should be a thing, but be very conditional, or hard to pull off successfully?)