This is an old revision of the document!
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.
Stances
(beta) Each character start the combat with a stance level, each successful attack/defense makes you regain stance while any failed attack/defense makes you loose stance. 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 Agility test to regain footing.
Attack
- 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.
Defense
- In this stance the character is waiting for their opponent(s) to do a mistake. They will automatically defend against all frontal attacks (or decide to defend one lateral side). If the opponent fails their combat test (Bad or Zero) 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 flee, who decide to disengage automatically trigger an opportunity attack from any defender opponent, and automatically sustain an the attack of an attacking opponent.
Phases of a combat turn
- Each player chooses their stance: Attack or Defense, 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 standing character who is moving the corresponding distance
Combat test
Attack VS Defense
- The attacker character realizes an attack test (Attack - dice throw)
- The defender character realizes a defense test (Defense - dice throw)
- The difference between the attack test and the defense test represent the result of the attack
Atk - Def | Attacker | Defender |
---|---|---|
Zero (< -10) | (-3 stance or normal Agility test to not fall) | counter-attack (+2 stance) |
Bad (-10 … -6) | (-2 stance or easy Agility test to not fall) | counter-attack (+1 stance) |
Blah (-5 … -1) | (-1 stance) | |
Not bad (0 … 4) | successful attack | (-1 stance) |
Good (5 … 9) | successful attack (+1 stance) | (-2 stance or normal Agility test to not fall) |
Excellent (>9) | successful attack (+2 stance) | (-3 stance or hard Agility test to not fall) |
Attack VS Attack
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 Focus test.
End of combat
At the end of the combat each character will feel the adrenaline rush vanishing away and will loose Energy.