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| start:rpg:combat [2021/05/03 20:23] – aretis | start:rpg:combat [2025/11/23 13:08] (current) – external edit 127.0.0.1 |
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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 poise or normal <color #3d85c6>Agility</color> test to not fall) | counter-attack (+2 poise)| | |<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 poise or easy <color #3d85c6>Agility</color> test to not fall) | counter-attack (+1 poise)| | |<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 poise) | | | |<color #f1c232>Blah</color> (-5 ... -1) | (-1 poise) | | |
| |<color #adf03f>Not bad</color> (0 ... 4) | successful attack | (-1 poise) | | |<color #f1c232>So-so</color> (0 ... 4) | successful attack | (-1 poise) | |
| |<color #6aa84f>Good</color> (5 ... 9) | successful attack (+1 poise) | (-2 poise 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 poise) | (-3 poise 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) | |
| - 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. |