Difference between revisions of "Book:Combat"

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(Replacing Reaction Order with transcluded Initiative article and Rounds with transcluded Combat round article.)
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==Reaction Order==
 
==Reaction Order==
 
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{{:Initiative}}
Each player or NPC will make a Reaction Check.
 
 
 
{{Roll
 
|caption=Reaction Check
 
|bonus1=[[Reaction]] ([[Agility|AGI]]+[[Cunning|CUN]])
 
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The higher the resultant number, the more on top of things the character is considered to be.  The GM should make note of the result of everyone's Reaction roll.  Then, starting with the lowest number, the GM should call on each participant to announce what he or she intends to do for that round.  This way, the participants higher up in the order can decide their actions based on the intended actions of combat participants lower in the order.  In layman's terms you see what other folks are doing and you act just a fraction of time ahead of them.
 
 
 
Some GMs prefer that Reaction is rolled only at the beginning of the combat encounter.  Others enjoy a new Reaction roll at the beginning of every round.  Your results may vary.
 
  
 
==Rounds==
 
==Rounds==
Combat is divided into rounds, which are five second intervals of action.  At the beginning of the round, a player tells the GM what the character plans to do that round.  Once all the players have announced their intended actions, the GM calls on the players to make rolls to determine whether or not their actions are successful, starting with the players who rolled highest for Reaction and working down.  The GM narrates the success or failure of these actions as well as those of the NPCs.  When all the combatants have attempted their action for the round, a new round starts. 
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{{:Combat round}}
 
 
Players should pay attention during combat.  Your GM hates nothing more than to be asked "What do I see?" when it's your turn.  Having players announce their actions at the beginning of the turn is also a good way of preventing lengthy decision making at the beginning of a player's turn.  As soon as your turn is over, start thinking about what to do next turn so that when the next round of combat comes around, you can announce your decision with authority!
 
  
 
==Actions in Combat==
 
==Actions in Combat==

Revision as of 23:51, 1 March 2010

When the going gets rough, the rough get going. Sometimes all that can be done in a situation is to throw down the gloves and beat the snot out of someone. In the world of combat, some practice an art, some just love a good fight, and still others turn tail and hide.

Combat in the Elysium game is a turn-based encounter where the players face a common foe or group of foes, or possibly even each other. Combat begins when a hostile force is presented to the characters and ends when all hostile threats have been in some way subdued. Combat is divided into rounds: five second intervals within which the characters' actions take place. Combat may last one round (a very brief, possibly brutal combat) or many rounds (a drawn-out, attritional beat-down). When a character can take action in a combat depends on the results of a Reaction Check. When the GM announces that a combat has begun, the first thing to do is establish the result of all the combatants' Reaction checks.

Reaction Order

To determine the order in which players take turns, each player, NPC, and opponent will roll Reaction. This is done by performing the following roll (the GM makes the Reaction checks for the opponents and NPCs).

Reaction Check
d10 + CRG + Reaction

The higher the resultant number, the more on top of things the character is considered to be. The GM should make note of the result of everyone's Reaction roll.

Before the first round of combat begins, starting with the lowest number, the GM should call on each participant to announce what he or she intends to do for that round. This way, the participants higher up in the order can decide their actions based on the intended actions of combat participants lower in the order. In layman's terms you see what other folks are doing and you act just a fraction of time ahead of them. The GM then calls on each participant in descending order and has them act out their turn.

In subsequent rounds, players take their turns in descending order without announcing their intentions first.

Reaction Order Example
"You burst into the room. The evil sorceror Aelfin sits inside with an expression of shock on his face," Wes, the GM describes. "He picks up his wand from the table and aims in your direction. Roll Reaction."

Jon rolls a 16 for Akare, James rolls a 20 for Nox, and Sara rolls a 12 for Celeste. In secret, the GM has rolled a 13 for Aelfin the evil sorcerer.

"Celeste had the lowest Reaction," Wes states. "What's she doing?"

"I'm going to cast Bless on Nox," she replies.

"Sounds good," Wes says. "What is Akare doing?"

"I'm going to duck and hide under the table to try and catch him wide-eyed," Jon states.

"Okay. Aelfin's wand begins to glow, he's about to cast dark magic. And Nox?" Wes asks.

"I'm going to go on the defensive while I wait for Celeste to cast her spell," James says.

"Okay, James, you get +6 to Evasion until your next turn," Wes continues. "Now, Aelfin casts his spell."

Wes makes a casting roll for Aelfin. Wes groans as he critically fails (rolls a 1). The players cheer aloud.

"Aelfin loses his concentration, and the spell fizzles out." Wes grimaces as he marks on a piece of paper that the MP involved was wasted. "You're all so lucky."

Afterwards, Akare makes a Stealth check, and Celeste casts her spell.

Some GMs prefer that Reaction is rolled only at the beginning of the combat encounter and intentions are announced only then. Others enjoy a new Reaction roll and announced actions at the beginning of every round. Your results may vary, and we encourage you to explore which you find is more enjoyable.


Rounds

Combat is divided into rounds, which are five second intervals of action. At the beginning of the first round, a player tells the GM what the character plans to do that round. Once all the players have announced their intended actions, the GM calls on the players to make rolls to determine whether or not their actions are successful, starting with the players who rolled highest for Reaction and working down. The GM narrates the success or failure of these actions as well as those of the NPCs. When all the combatants have attempted their action for the round, a new round starts.

Players should pay attention during combat. Your GM hates nothing more than to be asked "What do I see?" when it's your turn. Having players announce their actions at the beginning of the turn is also a good way of preventing lengthy decision making at the beginning of a player's turn. As soon as your turn is over, start thinking about what to do next turn so that when the next round of combat comes around, you can announce your decision with authority!

Actions in Combat

In the thick of things, the actions your character can perform are only limited by your imagination. Any offensive action is guaranteed to need a roll, as are activities which would require the use of a skill.

Every action you perform costs a specified number of Action Points. Characters start off with 6 AP, but more can be earned through the Speedy Combatant trump. On your turn, you may perform actions until you run out of Action Points. When a new round starts, your Action Points are replenished.

Here is a brief list of things a character might want to do in combat.

  • Attack another combatant
  • Go on the defensive
  • Move somewhere
  • Aid an injured ally
  • Talk your way out of the situation
  • Cast a spell
  • Use a Special Power
  • Retrieve and use an item
  • Run away from battle
  • Charge at a combatant
  • Disarm a combatant of a weapon
  • Perform a Feint
  • Grab another combatant
  • Intimidate another combatant
  • Taunt another combatant
  • Trip another combatant


This is by no means a complete list. You will ultimately come up with far more creative things to do while in combat than we can list here.

Attacking

As simple as it sounds, there are actually several ways to martially attack another combatant.

Using a weapon

This is by far the simplest type of attack. A straightforward Attack Roll is opposed by the opponent's Defense Roll (either a Dodge or a Parry). The difference of these two rolls (if positive) is what the defending character takes as damage.

Attack Roll
d10 + CUN + Weapon Skill Ranks + MUS + Weapon Damage Score

Jon's character Akare attacks Dustin's character X. Jon's attack roll is 19. Dustin's defense roll is 14. X takes 5 points of damage.

Each weapon lists a different amount of AP that is needed to use it. Large weapons require lots of AP to use. Small weapons, like daggers and knives, take very few AP. Speed and damage are trade-offs when choosing a weapon style. Smaller weapons can be used more but incur less damage. Larger weapons deal out lots of damage, but take much longer to use.

Hand-to-Hand Combat

Hand-to-hand (H2H) denotes when one or more combatants are not armed with a separate weapon. Instead, they opt to fight with their own fists, feet, head and body. Hand-to-hand works exactly the same as using a weapon, save that certain maneuvers are only possible when fighting hand-to-hand and some actions are only possible when armed with a weapon. When making a hand-to-hand attack, the character uses the Hand-to-hand weapon skill.

Also, hand-to-hand combat isn't literal: it's quite possible to square off against someone with an ax or other weapon in this manner. Your opponent does not need to be fighting hand-to-hand as well.

Defending

Any offensive action taken against you in combat is countered by a Defense Roll. This is either a Dodge or a Parry at your option, although some hazards in combat and the environment specifically require either one. Some spells call for a Spell Defense roll in order to evade the spell. However, any impending attack allows for a Defense Roll unless your character is somehow unable to move or unaware of the danger. The attacker's Attack Roll minus the defender's Defense Roll is how much damage the defender takes (if negative, the defender takes 0 damage).

Dodge

A character who is quick on his or her feet can try to remove their person from the path of an opponent's attack or hazard.

Defense Roll (Dodge)
d10 + AGI + Dodge + END + Armor Bonus

If the defending character has Magic Defense and the weapon being used to attack is magical, the magic bonus the attacker receives is subtracted from the defender's MDEF. If the defender has more Magic Defense than the attack has bonus points, the bonus doesn't apply, but the bonus to the attack is never negative.

Parry

A character who may not be fleet of foot but is adept with a weapon can attempt to parry an attack or hazard out of the way.

Defense Roll (Parry)
d10 + CUN + Weapon Skill + END + Armor Bonus

The defending character may use any attack-related bonuses but not damage related bonuses. Some weapons grant a bonus when used to parry, and some actually present a penalty.

These rolls usually occur outside of your turn and therefore they take no Action Points to perform; they are a free response to an incoming attack.

Going on the Defensive

At times, one's only option is to brace for impact. You can defend yourself in combat and gain a bonus to your Defense Roll. You can resolve yourself to taking no offensive action if only to cover your behind. For every Action Point you spend buckling down and defending yourself, you can add 1 to your defensive rolls for that round. For instance, if on your turn you spend 4 AP defending, you can add +4. Going on the Defensive requires you to make no offensive actions for that round.


Charging

Throwing caution to the wind, you can take up arms and run full-speed at an opponent, using the additional momentum to deal extra damage. To charge, you must have enough AP to use your weapon and move the distance between you and the opponent at full speed. If you don't have enough, you can run during one turn and attack the next.

James' character Ogre wants to charge at Dustin's character Kharza. Unfortunately, Ogre must use 4 AP to close the distance between him and Kharza, but using his greatsword takes 5 AP. James decides to have Ogre charge, using one turn to close the distance, and his second turn to make the attack.

Charging adds +2 to the damage dealt.

Overrun

Instead of attacking at the end of the charge, a character can attempt to Trip the defender. This is called an overrun. The bonus to damage normally offered from charging can go towards the Trip attempt as a bonus to Muscle.

Defending Against a Charge

If a defending character wields a polearm, he or she can attempt to parry the charge and deal damage. Using other weapons to parry a charge can potentially ward off the attack, but they deal no damage to the attacker. If the parry is successful (i.e. the difference between the Attack Roll and Defense Roll is negative) this number is taken from the attacker's Health Points. Note that dealing damage in this manner does not require the defender to have the Counterattack trump.

If a defending character with the Sidestep trump manages to completely dodge out of the way of a charge, he or she can make a free trip attempt against the attacker.

Disarm

You can try to smack or grab the weapon out of someone's hand. This obviously only works on manufactured weapons, and not those that are part of an opponent's body. For instance, working a sword out of someone's grasp can be done, but relieving an angry bear of its claws is unlikely.

Some weapons are better at disarming than others. A whip or chain is well-suited to this task. Some weapons, specifically those that are held with two hands, are better at resisting a disarm.

An attacking character will roll:

Disarm Attack
d10 + Cunning + Weapon Skill + Muscle + Weapon's disarm bonus

For example, a whip has a +3 disarm bonus. Some weapons actually incur a penalty when used to disarm.

The defending character will roll:

Defend against a Disarm
d10 + Cunning + Weapon Skill + Muscle + Weapon's disarm resistance bonus

For example, a scythe has a +2 resistance bonus because one holds it with two hands.

If the attacker's result is greater than the defender's result, the defender's weapon is dropped to the ground. If the attacker is using the Hand-To-Hand skill, he or she can opt to grab the weapon away instead of it falling.

Example

Dustin's character Kharza uses a whip to try to disarm Jon's character Beldo who carries a scythe. Dustin's result is 15, Jon's result is 21. Beldo keeps his scythe.

Feints

Feinting (not to be confused with fainting) is a great way for sneaky characters to get the up on their opponent. A quick fake-out in combat allows you to catch your opponent off-guard.

It takes as many AP to make a feint attempt as it does to use the weapon normally.

Roll a Bluff check. The opponent should oppose it with a Discern check. If the attacker's result is higher, the difference should be added to the attacker's next Attack Roll.

Example

Dustin's character Kharza wants to feint against a well-defended Ogre, James' character. Kharza makes a Bluff check and gets 17 on the roll. Ogre botches and only gets a 5. Kharza can add 12 to his next Attack Roll.

The Grab

Sometimes you just gotta put someone on hold. Those trained in the wrestling arts or those skilled at hand-to-hand fighting are very good at these maneuvers. It can be beneficial to incapacitate an enemy or pry something from their fingers.

Starting a Grab

Attempting a Grab takes 4 AP, and an attacker must roll their normal Hand-to-hand Attack Roll. Defenders must roll a Defense Roll as they normally would. If the attacker is successful, he or she can opt to forgo damage, but either way, the defender is considered pinned, and rendered basically immobile. The attacker is free to release the Grab at any time if so desired.

Note that while in a Grab, the attacker and the defender adds neither Agility nor Dodge to their defense rolls, nor can they parry.

If the defender was casting a spell that required the use of their arms at the time of the pin, the spell is lost but the Magic Points are kept.

After the pin has been established, the attacker can do any of the following (either on the same turn if there's enough AP left, or on later turns)

  • Squeeze – 4 AP. The attacker tightens the Grab and deals crushing damage using a normal attack roll (as noted above, the defender adds neither Agility nor Dodge on the defense).
  • Throw – 4 AP. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). If the defender wins, he or she breaks out of the hold. If the attacker wins, the defender is thrown by that many feet.
  • Move – You can pick up the defender and drag or carry him or her along with you. The attack and defender roll opposed Hold checks (the defender can optionally roll an Escape check). The AP cost is normal for moving.
  • Pry – 2 AP. You can try to pry something out of the defender's hands or equipment. Make opposed Hold checks. If the defender wins, he or she keeps the item. If the attacker wins, the item is taken from the defender.

Escaping a Grab

For 2 AP on his or her turn, a defender can try to break out of the pin. Either a Athletics check or an Escape check can be used for this purpose. If the defending character inflicts damage against the attacker while in the Grab, he or she can add the amount of damage done to his or her next Escape or Hold check.

If the defender doesn't require the use of gestures to cast spells (say, the character has Focus Casting and the item is in hand), he or she can cast normally. Personal-area damage spells such as Full Metal Jacket or Immolate work nicely in this situation.

Intimidating

Street thugs and interrogators have one thing in common: an ability to cow others to do things. Using Intimidate puts the ball in your court when you’ve got the power to back up your claims (Use Bluff when you don’t!). This check doesn’t necessarily mean a growl, scream, or overt display of power. Sometimes a meaningful glance at the bloody weapon at your side is enough. Those who you successfully cow are much, much more likely to do what you ask.

You can use Intimidate during combat to instill a sense of fear and awe into a single opponent, imposing penalties on the opponent's attack, defense, ability, and skill rolls during combat. Performing such an action takes 4 AP. The Intimidate check is opposed by a target's Discern using Courage as the key ability instead of Insight. If the result is a success, consult the Morale table below to determine how intimidated the target becomes.

(Hey put a Morale table here. Look at the Negotiate table: Unnerved -2, Frightened -4, Terrified -6, Running scared -8, Paralyzed -10)

Taunting

Taunt is similar to Intimidate in certain regards. Instead of an imposing demeanor, a character with ranks in Taunt mouths-off in order to upset opponents. Instead of instilling fear, this skill entices anger, which quickly leads to slip-ups.

You can use Taunt during combat to incite rage from a single opponent. Performing such an action takes 4 AP. Taunt is an opposed roll, opposed by a target's Discern using Self-Control as the key ability instead of Insight. If the result is a success, consult the Agitation table below to determine how agitated the target becomes.

(Hey put an Agitation table here. Bothered -2, Flustered -4, Vexed -6, Enraged -8, Meltdown -10)

Tripping

Occasionally you want to pull the rug out from under an enemy. Tripping an opponent in combat is just an opposed roll.

Trip Attack
d10 + Cunning + Weapon Skill + Muscle + Weapon's Trip Bonus
Defend against a Trip
d10 + Agility + Dodge + Athletics + Muscle

If the attacker's result is higher than the defender's result, the defender is tripped. No damage is incurred by a trip.

When a character is tripped, he or she has been thrown to the ground. In game terms this means the character takes a −4 penalty to any Defense Rolls.

Diplomacy

Sometimes words will work where swords cannot. If this is the case, a character can try to make a Negotiate check to alter the disposition of a combatant or achieve a resolution. This tactic is popular among the martially-challenged and peace-minded: nobles, ambassadors, humble peasants, pacifists, and peacemakers. Using diplomacy to end a conflict doesn’t necessarily mean your character is nice, however. A commanding "Stop this madness!" or "Surrender! You are outnumbered!" works just as well as "Please don't hurt us!" or "We have gold to offer, if an arrangement can be reached..." However, it should be noted that if you offer terms, you ought to be prepared to back them up or the conflict could start all over again!

Seeking a diplomatic resolution takes 4 AP and targets one opponent at a time. The Negotiate check is opposed by a target's Discern using Insight as the key ability. If the result is a success, consult the Disposition table below to determine how receptive the target becomes to ceasing hostilities.

(Hey put a Disposition table here. Modifiers: if the target has been Intimidated +2, if the target has been Taunted -2, if rewards are offered +2, if a hostage is presented +2, etc.).

Keep in mind that the GM may decide that certain opponents are beyond negotiations. For instance, the villain who seeks revenge for the supposed murder of his brother, a vicious animal in the midst of a savage blood-lust, or a psychotic serial killer may be ruled immune to diplomacy, or at the very least incur a very severe penalty to the Negotiate check.

Diplomacy is especially useful when you and your companions are outnumbered, outgunned, weak and weary from previous combats, or all of the above.

Casting Spells

Using Magic in combat is very similar to attacking with weapons. Each spell requires the expenditure of a certain number of Action Points as well as a roll to determine success or failure. Also, because spells are so devastating and using such magic is taxing, casting spells requires the expenditure of Mana Points (MP).

The Spell Attack roll is used for spells that deal damage. Spells may be cast at one of five levels of intensity. Level-one spells are mild compared to the awesome fury of level-five spells. The greater the level a given spell is cast at, the more MP will be consumed in the casting and the greater bonus to the spell attack roll. Also factoring into the Spell Attack roll is the proficiency the caster has in that type of magic (Fire, Air, Status, Dark, etc). This is represented by the caster's School ranks, which are purchased in much the same way as weapon skills are, but with regard to Schools of Magic. Thirdly, the relevant attribute which the spell is tied to is added as well as the d10 roll.

Spell Attack
d10 + School ranks + Casting atribute + Listed damage bonus

This roll is opposed by a Spell Defense to determine the amount of damage dealt. The Spell Defense roll consists of a normal Defense roll plus either Magic Defense or the character's ranks in the school from which the spell is cast (whichever is greater).

Spell Defense Roll
d10 + AGI + Dodge + END + Armor + MDEF or School skill

If the Spell Attack exceeds the defender's Spell Defense, the difference is the damage the defender takes.


Items

What's an adventurer without useful crap? Ammunition, magic salves and potions, enchanted objects, and adventuring gear are all things characters can have on their person and want to pull out and use during combat.

Retrieving an item from a handy location, such as a belt pouch or a bandoleer, takes 1 AP. An inconvenient location, such as a backpack, takes 3 AP. Having to take the pack off and dig through it would take 6 AP or more. Pulling arrows from a quiver takes no time at all and is figured into the AP required for using a bow. If, however, one had extra ammunition in a place that isn't immediately available, it would take AP to retrieve it.

Using a consumable item (quaffing an elixir, dropping a smoke grenade, etc.) will generally take 1 AP. Some items may take longer to use and it will be noted in their descriptions.

As a general rule, activating a supernatural or magic object takes 4 AP unless noted in the item's description.

Moving

Running Away

See Also