start:rpg:combat

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start:rpg:combat [2021/04/09 15:44]
aretis
start:rpg:combat [2024/03/21 18:26] (current)
aretis [Combat test]
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 ===== Stances ===== ===== Stances =====
-(beta) Each character start the combat with a certain amount of posture, each successful attack/​defense makes you regain ​posture ​while any failed attack/​defense makes you loose posture. At zero, the character loose their footing and fall, and thus become an easy target as it cannot defend or attack for at least one turn and must succeed an <color #​3d85c6>​Agility</​color>​ test to regain footing.  ​+(beta) Each character start the combat with a certain amount of poise, each successful attack/​defense makes you regain ​poise while any failed attack/​defense makes you loose poise. At zero, the character loose their footing and fall, and thus become an easy target as it cannot defend or attack for at least one turn and must succeed an <color #​3d85c6>​Agility</​color>​ test to regain footing.  ​
  
 <color #​ff0000ff>​**Attack**</​color>​ <color #​ff0000ff>​**Attack**</​color>​
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   - Each player chooses their stance: <color #​ff0000ff>​Attack</​color> ​ or <color #​0000ff>​Defense</​color>,​ and if they reposition themselves or if they try to flee   - Each player chooses their stance: <color #​ff0000ff>​Attack</​color> ​ or <color #​0000ff>​Defense</​color>,​ and if they reposition themselves or if they try to flee
   - 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 (whose ​posture ​is positive) moves the indicated distance ​+  - Each standing character (whose ​poise is positive) moves the indicated distance ​
  
 ===== Combat test ===== ===== Combat test =====
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 <WRAP tablewith = 100%> <WRAP tablewith = 100%>
 ^ <color #​ff0000ff>​Atk</​color>​ - <color #​0000ff>​Def</​color>​ ^ Attacker ^ Defender ^ ^ <color #​ff0000ff>​Atk</​color>​ - <color #​0000ff>​Def</​color>​ ^ Attacker ^ Defender ^
-|<color #cc0000>Zero</​color>​ (< -10) | (-3 posture ​or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+2 posture)|  +|<color #cc0000>Total Failure</​color>​ (< -10) | (-3 poise or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+2 poise)|  
-|<color #​e69138>​Bad</​color>​ (-10 ... -6) | (-2 posture ​or easy <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+1 posture)| +|<color #​e69138>​Bad</​color>​ (-10 ... -6) | (-2 poise or easy <color #​3d85c6>​Agility</​color>​ test to not fall) | counter-attack (+1 poise)| 
-|<color #​f1c232>​Blah</​color>​ (-5 ... -1) | (-1 posture) | | +|<color #​f1c232>​Blah</​color>​ (-5 ... -1) | (-1 poise) | | 
-|<color #adf03f>Not bad</​color>​ (0 ... 4) | successful attack | (-1 posture) | +|<color #f1c232>So-so</​color>​ (0 ... 4) | successful attack | (-1 poise) | 
-|<color #​6aa84f>​Good</​color>​ (5 ... 9) | successful attack (+1 posture) | (-2 posture ​or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | +|<color #​6aa84f>​Good</​color>​ (5 ... 9) | successful attack (+1 poise) | (-2 poise or normal <color #​3d85c6>​Agility</​color>​ test to not fall) | 
-|<color #​38761d>​Excellent</​color>​ (>9) | successful attack (+2 posture) | (-3 posture ​or hard <color #​3d85c6>​Agility</​color>​ test to not fall) |+|<color #​38761d>​Excellent</​color>​ (>9) | successful attack (+2 poise) | (-3 poise or hard <color #​3d85c6>​Agility</​color>​ test to not fall) |
 </​WRAP>​ </​WRAP>​
  
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   - Both attackers realizes an <color #​ff0000ff>​attack</​color>​ test (<color #​ff0000ff>​Attack</​color>​ - dice throw)   - Both attackers realizes an <color #​ff0000ff>​attack</​color>​ test (<color #​ff0000ff>​Attack</​color>​ - dice throw)
   - Any successful attack is performed (which could result in the attribution of a death blow to each character)   - 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 #​cc0000>​Total Failure</​color>:​ Missed
 +    * <color #​cc0000>​Bad</​color>:​ Missed
 +    * <color #​f1c232>​Blah</​color>:​ Hit tough spot (/2)
 +    * <color #​f1c232>​Not bad</​color>:​ Hit (x1)
 +    * <color #​6aa84f>​Good</​color>:​ Hit tender spot (x2)
 +    * <color #​38761d>​Excellent</​color>:​ Hit weak spot (x3)
 ===== Second-Life and Close combat ===== ===== 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'​t). A player can still decide to focus but they will then be an easy target and will sustain opportunity attack. Any attack while controlling a second-life will force the player to succeed another <color #​595959>​Focus</​color>​ test. While the doubler is not revealed, they must focus to make their second-life appear (the second-life is instantaneous but the focusing isn'​t). A player can still decide to focus but they will then be an easy target and will sustain opportunity attack. Any attack while controlling a second-life will force the player to succeed another <color #​595959>​Focus</​color>​ test.
  • start/rpg/combat.1617975880.txt.gz
  • Last modified: 2021/04/09 15:44
  • by aretis