Show pageOld revisionsBacklinksBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== RPG Combat Rules ====== 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 ===== <color #ff0000ff>**Attack**</color> * 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> * 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 ===== ==== 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. ==== Fleeing ==== 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 ===== - 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) ===== Combat test ===== <color #ff0000ff>Attack</color> VS <color #0000ff>Defense</color> - 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> + 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: * <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> - 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) ===== Distance (Bow, crossbow, throw, sling, ...) ===== === Focus + Perception Test === * <color #cc0000>Total Failure</color>: Hit an ally * <color #cc0000>Bad</color>: Lost material * <color #f1c232>Blah</color>: Missed * <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> ===== 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 ===== At the end of the combat, each character will feel the adrenaline rush vanishing away and lose <color #fee600>Energy</color>. ===== Combat in group ===== 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. ===== Size and Reach ===== 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 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. start/rpg/combat2.txt Last modified: 2025/03/19 14:57by aretis