Chapter Index

    March 187. Jeokma Dormitory Square.

    “It is the second front end.

    Players who did not have the deciding vote in the previous round roll one more die and choose the lower number.

    If you still haven’t made the decision, roll that much more.”

    “Then I roll 2. If it’s a second hit again, you’ll roll 3 in the 3rd round.”

    “Yes.”

    After Graven’s explanation, the two rolled the dice.

    “6.”

    “2, 9. Choose 2! Oh yea! Me first!”

    Mina shouted that, but cleared her throat, probably realizing that her actions were too frivolous.

    “Hmm. I am the first player.”

    “Stop being pretentious and just roll the magic dice.”

    The duke’s eyes widened, but she rolled Remy’s magic dice without making a sound.

    The results are 1, 3, 4, 4. Almighty, moon, fire, fire.

    The results of the opposing wizards are: Graven is all-powerful, water, beast, beast, Vice President is good, good, bad, and Dwarf is fire, grass, and slam.

    “What! It’s a dice scam! How does the Graven model produce so much mana?”

    “With Water and Beast fixed, it is not unusual for the remaining two dice to be a mix of two or more Water, Beast, and All-Purpose.

    And don’t you see that there are three solutions that the Vice President model can’t even use?”

    While listening to Graven’s protest, Mina looked over the reference table.

    Now I can slowly understand the flow of the game, but there are still many rules that I don’t understand.

    “Lady, now I have to explain the model’s data card.”

    “Okay. Please, Indira. Please explain with Remy as an example.”

    “Okay. First, let’s look at Remy’s name.”

    Red Demon Hall Maid Leader Remy – Academy, Red Demon, Employee, Maid, Human, Far East, 4th Grade, Remy.

    Single model unit, 24 points.

    “These words here are a classification of units.

    There are rules and effects that only apply to certain categories of models.

    Points mean how valuable this unit is.”

    Next to the name on the Remi card were a sun, moon, and clock symbol.

    “This shows the magical power that Remy can use.”

    “That’s right. Sun magic, moon magic. And you can use time magic, which is a combination magic of the two.”

    Movement 14 / Defense 7 / Resistance 4 / Magic Power 4 / Learning 2 / Stamina 12

    “What is the difference between defense and resistance?”

    “Defense refers to defense against physical attacks, while resistance refers to defense against magic and mental attacks.”

    “Then what kind of ability is learning?”

    “Means the number of spells that the unit can learn.

    All units know the Termination, Magic Bullet, and Guardian spells, and choose as many spells as they can learn from the magic they can learn before starting the melee.

    Remy is now accustomed to deception, wrong place, wrong time.”

    End – X, 12 cm, 1 unit

    Select one dispellable spell on the target unit.

    If the unit casting Terminate rolls Magic +

    Magic Bullet – X, 24cm, 1 enemy unit

    Generates 2X attacks – Accuracy 8, Penetration 0, Damage 1.

    Guardian – X, self, attack response

    During this turn, you gain Damage Negligence X.

    Dazzle – Moon 2, 30cm, 1 enemy unit

    Generates 1 Hit – Penetration 3, target unit moves as much as possible to move closest to the casting unit.

    Wrong place, wrong time – Sun 1 Moon 1, 18cm, 1 unit, fast

    Generates 1 hit – Penetration 2 (forces defense on friendly units as well), target unit immediately acts 1 time.

    If the target unit was an enemy unit, that unit is treated as having received this round of turns.

    “Jonggo, Magic Bullet, and Guardian have no attributes. What does X mean?”

    “Those three are non-attribute magic, so you can pay all mana except waste mana.

    X means that the effect varies depending on the number of mana consumed.”

    “Magic bullets create attacks, and dazzle creates hits. Is there a difference?”

    “All attacks are converted into hits through an attack roll, and the effect is applied to hits that the opponent fails to block.

    In the case of dazzle, movement is forced, and in the case of magic bullets, it deals 1 damage for each hit that passes.”

    “So the damage negation of the protection spell is different from defense?”

    “Yes. Guardian is a counter-action spell and is not cast on your turn, but when your opponent declares an attack.

    Damage Nullification

    To Mina who nodded, Indira added one explanation.

    “Wrong place, wrong time is a time magic that only Remi can learn.

    Also, since it has speed, it does not consume action power.”

    “Aha. I understand.”

    Mina now looked at the bottom of the card.

    shooting armament

    Dagger Throw – Range 24 / Attack 10 / Accuracy 5 / Penetration 1 / Damage 1

    strike armament

    Dagger – Attack 5 / Accuracy 7 / Penetration 2 / Damage 2

    “When a unit attacks, it rolls dice equal to the number of attacks.

    Among them, dice that are less than hit are converted to hit when the attack succeeds.

    The target unit then rolls dice equal to the number of hits. And dice below that unit’s Defense succeed in defending.

    Dice that fail to defend each have an effect, reducing the enemy’s health by the amount of damage from the weapon.”

    “What about penetration?”

    “Piercing reduces the enemy’s defense by that amount.”

    ability

    Critical Hit – A successful attack roll gains 10 Penetration.

    Choi Seon-im Maid – 12cm Aura. All maid units within range receive critical hits.

    Dash Shot – After this unit charges, it can shoot without consuming action, as long as it is not in close range.

    It’s not that difficult to memorize.

    The spells are three basic magic, action right adjustment, and five forced movement.

    The weapons are a 10-shot throw and a dagger for self-defense.

    You can grant critical hit, a stochastic defense-ignoring effect, to nearby maids, and you also have critical hit.

    However, the hit is rolled by the attacker, but the next defense roll is made by the defender, not the attacker?

    Why did they make each other roll once?

    ————————————————– —————————————–

    October 186. Student council room.

    “Why do you roll them separately?”

    “Yes.”

    October was slowly coming to an end.

    The sun was just starting to set at 5:30, and it was chilly if I didn’t put on a coat and go out.

    While savoring the coffee that the Chairman personally poured for me, I began my explanation.

    “The first reason is to give agency, that is, a sense of efficacy, to the person being hit.”

    “Efficacy?”

    “Holding the dice in your hand, throwing them and counting them is quite an exciting process.”

    Whether it’s gacha or dice, there’s something about randomness that drives people crazy.

    Wasn’t this also proven in mouse experiments?

    If you give them a button that randomly releases food when pressed and a button that releases food slightly but clearly, the rat won’t even look at the obvious buttons and will just press the random buttons like crazy, hoping to hit the jackpot.

    “The last step is a critical step where the model may die.

    Wouldn’t it be better to leave that process to the player on the hit side?”

    “Well, it would be unfair to not even be able to roll the dice when my model is dying.

    So the name of the roll is not a penetration roll, but a defense roll.

    If successful, it does not inflict damage, but if successful, it is a roll that prevents damage.”

    “If successful, the attacker has already made a hit roll.”

    “That’s the first reason, does that mean there are other reasons?”

    “The second reason is that the room for strategy expands.”

    The chairman lifted his chin as if to continue.

    “If everything is decided with a single dice roll, stat buffs or debuffs become too powerful.

    Even if the accuracy stat increases by 10,000, the expected damage increases by the number of attacks times 0.1.

    Needless to say, the re-roll effect is powerful.”

    “Hmm. That might leave less space for interesting effects.”

    “Dividing the steps also increases the depth of your strategy.

    High-penetration weapons are more advantageous when dealing with high-defense, low-health models than when dealing with low-defense, high-strength models.”

    “Is that so? But the penetration ability increases damage by a fixed value.”

    “Just because it increases by a fixed value does not mean that the ratio is constant.”

    I went to the blackboard and started writing.

    Defense 9 Model -> 10% of hits converted to damage.

    When defense becomes 6 with penetration 3, 40% of hits are converted to damage.

    4 times difference. Penetration 3 is better than doubling the number of attacks.

    Defense 5 Model -> 50% of hits converted to damage.

    When Penetration 3 becomes Defense 2, 80% of hits are converted to damage.

    1.6 times difference. It is advantageous to increase the number of attacks by 2 times compared to penetration 3.

    “Then how about increasing the number of steps to three or four?”

    “Well, the more there are, the more depth there is, but on the contrary, the fatigue of players increases.”

    “In your opinion, the optimal number is twice. Okay.”

    In fact, mainstream wargames often have a three-time system of hit, wound, and armor.

    Did it hit -> Was it a good enough hit to cause damage -> Did it penetrate the armor?

    But instead, I decided to combine wound rolls and armor rolls instead.

    The first reason is time.

    The magic corps took up more time and concentration than expected.

    You also need to pay attention to your unit’s mana, but if you have to roll an additional injury roll for each attack, the game will drag on.

    Since there is a strict rule that one game should be under 3 hours, it is right to simplify it.

    The second reason is the background of the game.

    In games that use injury rolls, troops boasting superhuman durability appear.

    A dragon the size of a house, an ancient super soldier strengthened by genetic surgery, and a tank that is difficult to destroy in one go.

    Such beings are not easily injured even if their armor pierces.

    Therefore, it is valid to compare not only the penetration power but also the power and durability of the weapon.

    On the other hand, most of the troops that appear in our games are similar.

    Models with greater than human strength are extremely rare.

    Therefore, we decided that there was no reason to separate the injury roll.

    I stroked the rule book that was slowly being completed.

    Now the framework is in place. All that’s left is to add flesh…

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