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start:rpg:combat2 [2025/03/14 11:37] aretis created |
start:rpg:combat2 [2025/03/19 14:57] (current) aretis [Combat test] |
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====== RPG Combat Rules ====== | ====== RPG Combat Rules ====== | ||
- | Combat takes place in round of 5s where all character act at the same time. Before each round each player must choose what they will do between attacking, defending and/or moving, or fleeing. | + | Combat occurs in rounds of 5 seconds, where all characters act simultaneously. Before each round, each player must choose what they will do between attacking, defending and/or moving, or fleeing. |
===== Stances ===== | ===== Stances ===== | ||
- | (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> | ||
- | * 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 tries to attack their target(s). The player decides 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 characters defend themselves against attack using only their passive <color #0000ff>**Defense**</color>. |
<color #0000ff>**Defense**</color> | <color #0000ff>**Defense**</color> | ||
- | * In this stance the character is waiting for their opponent(s) to do a mistake or for their allies to place themselves to perform a group attack. They will automatically defend against all frontal attacks (or decide to defend one lateral side). If the opponent fails their combat test (<color #e69138>Bad</color> or <color #cc0000>Zero</color>) the defender can automatically realize a counter-attack. | + | * In this stance, the character is waiting for their opponent(s) to make a mistake or for their allies to place themselves to perform a group attack. They will automatically defend against all frontal attacks (or decide to defend one lateral side) with an advantage. If the opponent fails their combat test (<color #e69138>Bad</color> or <color #cc0000>Zero</color>), the defender can automatically realize a counter-attack. |
===== Moving ===== | ===== Moving ===== | ||
==== Take a few steps ==== | ==== Take a few steps ==== | ||
During combat, any non-surrounded character can take a few steps to reposition themselves or to change their orientation without risking any counter-attack. | During combat, any non-surrounded character can take a few steps to reposition themselves or to change their orientation without risking any counter-attack. | ||
==== Fleeing ==== | ==== Fleeing ==== | ||
- | A character who flee, who decide to disengage automatically trigger an opportunity attack from any <color #0000ff>defender</color> opponent, and automatically sustain an the attack of an <color #ff0000ff>attacking</color> opponent. | + | A character who flees, who decides to disengage, automatically triggers an opportunity attack from any <color #0000ff>defender</color> opponent and automatically sustains an attack of an <color #ff0000ff>attacking</color> opponent. |
===== Phases of a combat turn ===== | ===== Phases of a combat turn ===== | ||
- 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 poise is positive) moves the indicated distance | ||
===== Combat test ===== | ===== Combat test ===== | ||
<color #ff0000ff>Attack</color> VS <color #0000ff>Defense</color> | <color #ff0000ff>Attack</color> VS <color #0000ff>Defense</color> | ||
- | - The attacker realizes an <color #ff0000ff>attack</color> test (<color #ff0000ff>Attack</color> - dice throw) | + | - The attacker realizes an <color #ff0000ff>attack</color> test: <color #ff0000ff>Attack</color> + Weapon dice - dice throw |
- | - The defender realizes a <color #0000ff>defense</color> test (<color #0000ff>Defense</color> - dice throw) | + | - The defender realizes a <color #0000ff>defense</color> test: <color #0000ff>Defense</color> + Armore dice - dice throw (+ advantage if the defender is in defensive stance) |
- The difference between the attack test and the defense test represents the result of the attack: | - The difference between the attack test and the defense test represents the result of the attack: | ||
- | <WRAP tablewith = 100%> | ||
- | ^ <color #ff0000ff>Atk</color> - <color #0000ff>Def</color> ^ Attacker ^ Defender ^ | ||
- | |<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 #f1c232>Blah</color> (-5 ... -1) | (-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 #38761d>Excellent</color> (>9) | successful attack (+2 poise) | (-3 poise or hard <color #3d85c6>Agility</color> test to not fall) | | ||
- | </WRAP> | ||
- | {{ :start:rpg:rules.zip.png?600 |Combat test}} | + | * <color #cc0000>Total Failure</color>: -2 health level for the <color #ff0000ff>Attacker</color> |
+ | * <color #cc0000>Bad</color>: -1 health level for the <color #ff0000ff>Attacker</color> | ||
+ | * <color #f1c232>Blah</color>: Nothing | ||
+ | * <color #f1c232>Not bad</color>: -1 health level for the <color #0000ff>Defender</color> | ||
+ | * <color #6aa84f>Good</color>: -2 health level for the <color #0000ff>Defender</color> | ||
+ | * <color #38761d>Excellent</color>: -3 health level for the <color #0000ff>Defender</color> | ||
<color #ff0000ff>Attack</color> VS <color #ff0000ff>Attack</color> | <color #ff0000ff>Attack</color> VS <color #ff0000ff>Attack</color> | ||
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===== Distance (Bow, crossbow, throw, sling, ...) ===== | ===== Distance (Bow, crossbow, throw, sling, ...) ===== | ||
- | === Focus + Will Test === | + | === Focus + Perception Test === |
- | * <color #cc0000>Total Failure</color>: Missed | + | * <color #cc0000>Total Failure</color>: Hit an ally |
- | * <color #cc0000>Bad</color>: Missed | + | * <color #cc0000>Bad</color>: Lost material |
- | * <color #f1c232>Blah</color>: Hit tough spot (/2) | + | * <color #f1c232>Blah</color>: Missed |
- | * <color #f1c232>Not bad</color>: Hit (x1) | + | * <color #f1c232>Not bad</color>: -1 health level for the <color #0000ff>Defender</color> |
- | * <color #6aa84f>Good</color>: Hit tender spot (x2) | + | * <color #6aa84f>Good</color>: -2 health level for the <color #0000ff>Defender</color> |
- | * <color #38761d>Excellent</color>: Hit weak spot (x3) | + | * <color #38761d>Excellent</color>: -3 health level for the <color #0000ff>Defender</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'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. | + | ===== 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. | ||
===== End of combat ===== | ===== End of combat ===== | ||
- | At the end of the combat each character will feel the adrenaline rush vanishing away and will loose <color #fee600>Energy</color>. | + | At the end of the combat, each character will feel the adrenaline rush vanishing away and lose <color #fee600>Energy</color>. |
===== Combat in group ===== | ===== 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 #0000ff>Defense</color> stance and then <color #ff0000ff>Attack</color> in synchronization with your allies. | + | As a defender can only defend themselves on one side, leaving their back undefended (and can most of the time protect themselves against only one opponent) a good strategy is to surround your opponent while in <color #0000ff>Defense</color> stance and then <color #ff0000ff>Attack</color> in synchronization with your allies. |
- | If two defenders are next to each other they can defend each other against an opponent (both <color #0000ff>Defense</color> test are auditioned) or one can defend the other who is attacking. | + | If two defenders are next to each other, they can defend each other against an opponent (both <color #0000ff>Defense</color> test are auditioned) or one can defend the other who is attacking. |
===== Size and Reach ===== | ===== Size and Reach ===== | ||
- | A default size character (dwarf, human, elf and orc) occupies one case and can attack the 8 adjacent cases. | + | A default-size character (dwarf, human, elf, orc) occupies one case and can attack the eight 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 gnome is considered on the same case as their opponent (if the opponent is of standard 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. | A troll occupies a 2x2 square and can attack the 12 adjacent cases. |