Difference between revisions of "Combat"
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==Defending== | ==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. | |
− | You can resolve yourself to taking no offensive action if only to cover your behind. If you spend 4 [[Action Points]], you buckle down and spend all of your energy on defending yourself. As a result, you can add your entire [[Cunning]] score to your defensive rolls. | + | 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. |
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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. | ||
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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. If you spend 4 [[Action Points]], you buckle down and spend all of your energy on defending yourself. As a result, you can add your entire [[Cunning]] score to your defensive rolls. | ||
==Spells== | ==Spells== |
Revision as of 22:39, 8 August 2007
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.
Contents
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
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.
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
- Taunt another combatant
- Perform a Feint
- 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.
Other Attacks
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. If you spend 4 Action Points, you buckle down and spend all of your energy on defending yourself. As a result, you can add your entire Cunning score to your defensive rolls.