The Dice/Combat System, can be Quite Complicated.. To the GM, Running the Quest or Judging the Duel. A Caluclator is Reccamended, as well as a Sheet of Paper Seperate from the Quest Sheet.
We'll get started with the basics.
What a Battle starts Characters are informed of a High Roll. [A High Roll Determines Attack Order], when a GM says "High Roll" you should roll a 1d20.
When the Battle/Duel starts the First Attacker should roll a 1d20, before doing anything else. This is the Accuracy Roll, which tells you if you Hit or Missed.
Now I'll teach you how to Find out what Someone's DMG Capabilities are.
In come the weapons.
Weakness / Half / Immune / Absorb
Some Races / Creatures will have an Elemental Weakness, this in turn could benefit your Character, lets try a few examples, please note Weakness to an Element will deal Double DMG.
Xesh casts Fire on the Ice Fairy
Some Creatures may Half Elemental DMG, this in turn is bad, it decreases your dmg.
Immune, this will Nullify A certain Element, meaning if you attack this enemy with that element it will do Zero DMG.
Absorb, a nasty ability, this works in 2 Ways.
Absorb1: ABS Element, casting or using an Element that the Enemy Absorbs will in turn Refill it's HP.
Skills / Abilities
Once you've leveled a bit, you may be able to get a Skill, some Skills allow you to bypass a ew of the rules above, I'll list a few:
That about sums up the dice system, I'll do a Quick recap:
High Roll 1d20 Accuracy Roll 1d20 (1-10 Hit | 11-20Miss) DMG Roll 1d10 (1:1dmg | 2-9: Normal | 10 Crit.) Toltal PA/MA : Crit. Divide PA/MA by 2 : Normal Remember that if a Character doesn'tuse their Weapon (Unless it's a Hand) then they do not get the Bonus for Physical Attacks, But for Magical Attacks they do not need to use the Weapon to get the Bonus.