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dom6:size [2024/04/12 04:14]
fenrir
dom6:size [2024/05/11 13:44] (current)
fenrir
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 ===In Missile Combat=== ===In Missile Combat===
   * When multiple units are in a square targeted by a missile, the target is randomly chosen, with each unit getting chances equal to their Size. A Size 6 unit is twice as likely to be shot as a Size 3 unit in the same square.   * When multiple units are in a square targeted by a missile, the target is randomly chosen, with each unit getting chances equal to their Size. A Size 6 unit is twice as likely to be shot as a Size 3 unit in the same square.
-      * The "fullness" of the square also impacts the missile's accuracy; half of Size points in the square are added to the missile's DRN roll for landing a hit.+      * The "fullness" of the square also impacts the missile's accuracy; half of the Size points in the square are added to the missile's DRN roll for landing a hit.
       * The chance for mounts much larger than their riders to take hits for their riders also applies in missile combat; otherwise, mounts and their riders have an equal chance to be shot.       * The chance for mounts much larger than their riders to take hits for their riders also applies in missile combat; otherwise, mounts and their riders have an equal chance to be shot.
  
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       * {{:abilities:trample.png?nolink }} Units with the **[[Trample]]** ability will displace enemies **instead**, dealing a minimum of 1 damage to them in the process. The Size gap only has to be 1 or greater in this case, and the displacement drives out all enemy units in the square -- unless they're killed, of course. The Size of the Trampler does not affect the chance of being smushed for additional damage-- this is determined entirely by the target's [[Defence Skill]] without their Shield parry-- but it does add to the smush damage. Note that Tramplers do //not// displace allies unless they're in a [[rout]], since their displacing always does damage.       * {{:abilities:trample.png?nolink }} Units with the **[[Trample]]** ability will displace enemies **instead**, dealing a minimum of 1 damage to them in the process. The Size gap only has to be 1 or greater in this case, and the displacement drives out all enemy units in the square -- unless they're killed, of course. The Size of the Trampler does not affect the chance of being smushed for additional damage-- this is determined entirely by the target's [[Defence Skill]] without their Shield parry-- but it does add to the smush damage. Note that Tramplers do //not// displace allies unless they're in a [[rout]], since their displacing always does damage.
   * When a mounted unit's mount dies, the rider (if they're still alive) falls off, taking damage partly determined by the Size difference. There are some exceptions, however, such as Chariots.   * When a mounted unit's mount dies, the rider (if they're still alive) falls off, taking damage partly determined by the Size difference. There are some exceptions, however, such as Chariots.
-  * Units set on fire (typically by [[Fire]] magic) take damage that scales off their Size, since bigger units have more surface area that can be burned. The damage is not [[DRN|open-ended]]; it's a roll with a maximum equal to the target's Size, divided by 2, and then rounded up.+  * Units [[burn|set on fire]] (typically by [[Fire]] magic) take damage that scales off their Size, since bigger units have more surface area that can be burned. The damage is not [[DRN|open-ended]]; it's a roll with a maximum equal to the target's Size, divided by 2, and then rounded up.
   * Units have an innate resistance to [[paralysis]] (something typically dealt by [[Astral]] magic) equal to their Size, which reduces its duration by that much. This is since they have bigger brains, or more nerves to try to make numb, or something.   * Units have an innate resistance to [[paralysis]] (something typically dealt by [[Astral]] magic) equal to their Size, which reduces its duration by that much. This is since they have bigger brains, or more nerves to try to make numb, or something.
  
 ===Strategic Considerations=== ===Strategic Considerations===
-  * Most beings need to eat. By default, a living, sapient being consumes a number of [[Supplies]] each month equal to their Size minus 2. If their Size is 1 or 2, they consume only 1/2 a unit of Supplies each month. If they're an {{:abilities:animal.png?15&nolink}}[[Animal]], their consumption is halved. +  * Most beings [[gluttony|need to eat]]. By default, a living, sapient being consumes a number of [[Supplies]] each month equal to half their size, minus 1/2. If their Size is 1 or 2, they consume only 1/2 a unit of Supplies each month. If they're an {{:abilities:animal.png?15&nolink}}[[Animal]], their consumption is halved. 
   * You can script units to focus on **large monsters** (the game uses the term "monster" in place of units in various places), in which case they'll focus their best efforts on enemies of Size 7 or greater. If there are no enemies of Size 7 or greater, Size 6 enemies will be targeted instead.   * You can script units to focus on **large monsters** (the game uses the term "monster" in place of units in various places), in which case they'll focus their best efforts on enemies of Size 7 or greater. If there are no enemies of Size 7 or greater, Size 6 enemies will be targeted instead.
   * While units can be "hidden" on the strategic map by having larger quantities of other units in the same space, this is significantly tougher to do for units of Size 6 or greater; reports will tend to mention one "towering over the enemy army".   * While units can be "hidden" on the strategic map by having larger quantities of other units in the same space, this is significantly tougher to do for units of Size 6 or greater; reports will tend to mention one "towering over the enemy army".
dom6/size.1712895249.txt.gz · Last modified: 2024/04/12 04:14 by fenrir