Difference between revisions of "Combat"

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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.
 
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.  A character's placement in this order depends on the results of a [[Reaction]] Check.  Combat is divided into rounds: five second intervals within which initiative order takes place.   
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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 Reaction order takes place.  When a character can take action in a combat depends on the results of a [[Reaction]] Check.   
  
==Quick Links==
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==Reaction Order==
 
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{{:Initiative}}
===Rolls===
 
* The [[Attack Roll]]
 
* The [[Defense Roll]] (using [[Dodge]] or a [[Parry]])
 
* The [[Spell Roll]]
 
* The [[Spell Defense]]
 
 
 
===Actions===
 
* Performing a [[Disarm]]
 
* Performing a [[Trip]]
 
* Performing a [[Charge]]
 
* Performing a [[Feint]]
 
* [[Moving]] in combat
 
 
 
===Other===
 
* [[Initiative Roll]]
 
* [[List of Armor]]
 
* [[List of Weapons]]
 
 
 
==Initiative Order==
 
 
 
Each player or NPC will make a Reaction Check.  The higher the resultant number, the more on top of things the character is considered to be.  Starting with the lowest number, each participant announces what he or she will do.  This way, the participants higher up in the order can decide their actions based on the actions of others lower in the order.
 
 
 
Some GMs prefer that initiative is rolled only at the beginning of the combat encounter.  Others enjoy a new initiative roll at the beginning of every round.  Your results may vary.
 
 
 
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==
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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.
 
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.
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Every action you perform costs a specified number of [[Action Points]].  Characters start off with 6 AP, but more can be earned through the [[Nimble Combatant]] trump.
  
 
Here is a brief list of things a character might want to do in combat.
 
Here is a brief list of things a character might want to do in combat.
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* Aid an injured ally
 
* Aid an injured ally
 
* Talk your way out of it
 
* Talk your way out of it
* Cast a spell
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* Cast a [[Spells|spell]]
 
* Use a Special Power
 
* Use a Special Power
 
* Retrieve and use an item
 
* Retrieve and use an item
 
* Run away from battle
 
* Run away from battle
* Taunt another combatant
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* [[Charge]] at a combatant
* Perform a Feint
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* [[Disarm]] a combatant of a weapon
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* Perform a [[Feint]]
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* [[Grab]] another combatant
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* [[Intimidate]] another combatant
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* [[Taunt]] another combatant
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* [[Trip]] another combatant
 
* Move somewhere
 
* Move somewhere
  
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===Using a weapon===
 
===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.
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This is by far the simplest type of attack.  A straightforward [[Attack Roll]] is opposed by the opponent's [[Defense Roll]] (either a [[Defense Roll#Dodge|Dodge]] or a [[Defense Roll#Parry|Parry]]).  The difference of these two rolls (if positive) is what the defending character takes as damage.
  
 
Jon's character Akare attacks Dustin's character Vhaeol.  Jon's attack roll is 19.  Dustin's defense roll is 14.  Vhaeol takes 5 points of damage.
 
Jon's character Akare attacks Dustin's character Vhaeol.  Jon's attack roll is 19.  Dustin's defense roll is 14.  Vhaeol takes 5 points of damage.
  
Each weapon lists a different amount of AP that is needed to use it.  Large weapons, like an executioner's axe, take a full 6 AP to use.  Small weapons, like a dagger, take 1 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.
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Each weapon lists a different amount of AP that is needed to use it.  Large weapons, like an executioner's axe, take a full 6 AP to use.  Small weapons, like a dagger, take 2 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.
  
===Charge with a weapon===
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==Defending==
 
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Any offensive action taken against you in combat is countered by a [[Defense Roll]]This is either a [[Defense Roll#Dodge|Dodge]] or a [[Defense Roll#Parry|Parry]] at your optionSome spells call for a [[Spell Defense]] roll.   
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 delt.  Certain weapons, such as a lance, deal twice their damage rating instead of this +2 bonusA lance normally deals 8 damage, but if used in a charge it deals 16!
 
 
 
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.
 
 
 
Instead of attacking at the end of the charge, a character can attempt to trip the defenderThis is usally called an overrun.   
 
  
If a defending character manages to completely dodge out of the way of a charge, he or she can make a free trip attempt against the attacker.
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When normal attacks come your way, be it from a sword, an arrow, you name it, you get a free chance to get out of the way.  Quick characters can opt to Dodge, and clever weaponists can try to Parry.
  
===Disarming an opponent===
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These rolls usually occur outside of your turn therefore they take no [[Action Points]] to perform, they are a free response to an incoming attack.
  
You can try to smack or grab the weapon out of someone's handThis 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.
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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 Points|Action Point]] you spend buckling down and defending yourself, you can add 1 to your defensive rolls.  For instance, if you spend 4 AP defending, you can add +4.
  
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. 
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==Diplomacy==
  
An attacking character will roll D10 + [[Agility]] + the weapon's disarm bonus (i.e. +3 for a whip).
 
  
The defending character will roll D10 + [[Muscle]] + [[Hold]] + the weapon's disarm resistance bonus (i.e. +2 for a Scythe).
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==Casting Spells==
 
 
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.
 
 
 
===Trip an opponent===
 
 
 
Occasionally you want to pull the rug out from under an enemy.  Tripping an opponent in combat is just an opposed roll.
 
 
 
The attacking character will roll D10 + [[Agility]] + [[Muscle]] + Weapon skill ranks + the weapon's trip bonus.
 
 
 
The defending character will roll D10 + [[Agility]] + [[Dodge]] + [[Hold]] + [[Muscle]].
 
 
 
===Hold or wrestle an opponent===
 
 
 
D10 + Agility + Hand-to-Hand
 
 
 
D10 + Dodge + Agility
 
or
 
D10 Roll + Agility + Hand-to-Hand
 
 
 
If attacker is successful, attacker must roll a Hold check.  Defender can make a hold check or an Escape check.
 
 
 
If Attacker wins the hold check, he or she can do any of the following:
 
* Squeeze defender (break ribs, choke out, etc.)
 
* Pry item from defender’s hand
 
* Attack defender with his own weapon (if small)
 
* Attack defender with small weapon
 
* Cast a spell/enact a special ability
 
 
 
==Defending==
 
 
 
==Spells==
 
  
 
==Items==
 
==Items==
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{{:Items in combat}}
  
 
==Moving==
 
==Moving==
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==Running Away==
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==See Also==
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* [[List of Armor]]
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* [[List of Weapons]]

Latest revision as of 18:37, 24 November 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 Reaction order takes place. When a character can take action in a combat depends on the results of a Reaction Check.

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.


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 Nimble Combatant trump.

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

  • Attack another combatant
  • Go on the defensive
  • Aid an injured ally
  • Talk your way out of it
  • 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
  • Move somewhere

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.

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

Each weapon lists a different amount of AP that is needed to use it. Large weapons, like an executioner's axe, take a full 6 AP to use. Small weapons, like a dagger, take 2 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.

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. Some spells call for a Spell Defense roll.

When normal attacks come your way, be it from a sword, an arrow, you name it, you get a free chance to get out of the way. Quick characters can opt to Dodge, and clever weaponists can try to Parry.

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

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 instance, if you spend 4 AP defending, you can add +4.

Diplomacy

Casting Spells

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