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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| start:rpg:combat [2021/04/05 18:02] – [Combat test] aretis | start:rpg:combat [2025/11/23 13:08] (current) – external edit 127.0.0.1 | ||
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| ===== Stances ===== | ===== Stances ===== | ||
| - | (beta) Each character start the combat with a stance level, each successful attack/ | + | (beta) Each character start the combat with a certain amount of poise, each successful attack/ |
| <color # | <color # | ||
| * In this stance the character try to attack their target(s). The player decide which type of attack and the target(s). During the attack phase, the player realizes a combat test against each one of their target(s). In this stance the character does not defend itself against attack and will thus sustain any successful attacks of their opponents. | * In this stance the character try to attack their target(s). The player decide which type of attack and the target(s). During the attack phase, the player realizes a combat test against each one of their target(s). In this stance the character does not defend itself against attack and will thus sustain any successful attacks of their opponents. | ||
| <color # | <color # | ||
| - | * In this stance the character is waiting for their opponent(s) to do a mistake. They will automatically defend against all frontal attacks (or decide to defend one lateral side). If the opponent fails their combat test (<color # | + | * In this stance the character is waiting for their opponent(s) to do a mistake |
| ===== Moving ===== | ===== Moving ===== | ||
| ==== Take a few steps ==== | ==== Take a few steps ==== | ||
| Line 18: | Line 18: | ||
| - Each player chooses their stance: <color # | - Each player chooses their stance: <color # | ||
| - Each attacking character realizes a combat test against their target (also attacking or defending) | - Each attacking character realizes a combat test against their target (also attacking or defending) | ||
| - | - Each standing character | + | - Each standing character |
| ===== Combat test ===== | ===== Combat test ===== | ||
| - | | + | <color # |
| - | - The defender | + | |
| - | - The difference between the attack test and the defense test represent | + | |
| + | - The defender realizes a <color # | ||
| + | - The difference between the attack test and the defense test represents | ||
| <WRAP tablewith = 100%> | <WRAP tablewith = 100%> | ||
| ^ <color # | ^ <color # | ||
| - | |<color #cc0000>Zero</ | + | |<color #cc0000>Total Failure</ |
| - | |<color # | + | |<color # |
| - | |<color # | + | |<color # |
| - | |<color #adf03f>Not bad</ | + | |<color #f1c232>So-so</ |
| - | |<color # | + | |<color # |
| - | |<color # | + | |<color # |
| </ | </ | ||
| {{ : | {{ : | ||
| - | ===== Second-Life and Close combat ===== | + | <color # |
| + | - Both attackers realizes an <color # | ||
| + | - Any successful attack is performed (which could result in the attribution of a death blow to each character) | ||
| + | ===== Distance (Bow, crossbow, throw, sling, ...) ===== | ||
| + | |||
| + | === Focus + Will Test === | ||
| + | * <color # | ||
| + | * <color # | ||
| + | * <color # | ||
| + | * <color # | ||
| + | * <color # | ||
| + | * <color # | ||
| + | ===== Second-Life and Close combat ===== | ||
| + | While the doubler is not revealed, they must focus to make their second-life appear (the second-life is instantaneous but the focusing isn' | ||
| + | ===== End of combat ===== | ||
| + | At the end of the combat each character will feel the adrenaline rush vanishing away and will loose <color # | ||
| + | ===== Combat in group ===== | ||
| + | As a defender can only defend themselves on one side, leaving their back undefended (and can most of the time defend themselves against only one opponent) a good strategy is to surround your opponent while in <color # | ||
| + | |||
| + | If two defenders are next to each other they can defend each other against an opponent (both <color # | ||
| + | |||
| + | |||
| + | ===== Size and Reach ===== | ||
| + | A default size character (dwarf, human, elf and orc) occupies one case and can attack the 8 adjacent cases. | ||
| + | |||
| + | A gnome is considered on the same case as their opponent (if the opponent is of normal size), and can only attack an opponent on the case they occupy. | ||
| + | |||
| + | A troll occupies a 2x2 square and can attack the 12 adjacent cases. | ||