start:rpg:combat

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start:rpg:combat [2021/05/03 20:23] aretisstart: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) |
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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.
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  • Last modified: 2025/11/23 13:07
  • (external edit)