start:rpg:combat2

This is an old revision of the document!


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.

Attack

  • 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 Defense.

Defense

  • 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 (Bad or Zero), the defender can automatically realize a 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.

A character who flees, who decides to disengage, automatically triggers an opportunity attack from any defender opponent and automatically sustains an attack of an attacking opponent.

  1. Each player chooses their stance: Attack or Defense, and if they reposition themselves or if they try to flee
  2. Each attacking character realizes a combat test against their target (also attacking or defending)

Attack VS Defense

  1. The attacker realizes an attack test (Attack - dice throw)
  2. The defender realizes a defense test (Defense - dice throw) with advantage (minimum of two dice throws)
  3. The difference between the attack test and the defense test represents the result of the attack:
Atk - Def Result
Total Failure (< -10) -2 health level for the Attacker
Bad (-10 … -6) -1 health level for the Attacker
Blah (-5 … -1) Nothing
So-so (0 … 4) -1 health level for the Defender
Good (5 … 9) -2 health level for the Defender
Excellent (>9) -3 health level for the Defender

Attack VS Attack

  1. Both attackers realizes an attack test (Attack - dice throw)
  2. Any successful attack is performed (which could result in the attribution of a death blow to each character)

Focus + Perception Test

  • Total Failure: Missed
  • Bad: Missed
  • Blah: Hit tough spot (/2)
  • Not bad: Hit (x1)
  • Good: Hit tender spot (x2)
  • Excellent: Hit weak spot (x3)

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.

At the end of the combat, each character will feel the adrenaline rush vanishing away and lose Energy.

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 Defense stance and then Attack in synchronization with your allies.

If two defenders are next to each other, they can defend each other against an opponent (both Defense test are auditioned) or one can defend the other who is attacking.

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 2×2 square and can attack the 12 adjacent cases.

  • start/rpg/combat2.1741949360.txt.gz
  • Last modified: 2025/03/14 11:49
  • by aretis