Combat Rules Synopsis

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- Main Page; Griffin Island

Statement of Intent

For every combat round write a statement of intent and post it in the OOC thread. This statement should include any Actions your character will take and your character's general goal for the round. It should be done without regard to statements of what other characters will be doing that round. If there is a conflict, due to the fog of war, I will resolve it in the most common sense way that I can and post a summation of the rounds results.

Roll the Dice

If your statement includes any Actions that may require a die roll, roll the dice and enter them all into one post immediately following your statement post. (Alternatively, link them into your statement post or edit them in.) Roll 1d100 for an attack and two defense every round (second at -30%). Also, roll for any other skills you use, such as perception skills or magic. Note the success level of each in your post for me. If you score a success with your attack, include damage and hit location for your hit. This way I can resolve combat as quickly as possible. Any rolls not included in your post will be provided by me and I'm notorious for poor die rolling, so be warned!

Actions

All actions are resolved from highest to lowest DEX. The round proceeds in the following order:

  • 1. Movement: all movement resolved before any other action.
    • Move (0-5m): free movement. Act at DEX.
    • Move (6-15m): next action at DEX/2.
    • Move (16-29m): next action at DEX/4.
    • Move (30-45m): no additional actions this combat round.


  • 2. Non-Combat Action: cumulative total of all actions subtracted from DEX before moving on.
    • Draw Weapon: from quiver, scabbard, off belt loop, or similar.
    • Sheath Weapon: into quiver, scabbard, belt loop, or similar. Dropping a weapon is free.
    • Ready and Aim an Arrow or Sling: necessary for full attack value. May carry over to future rounds.
    • Ready a Spell: costs 5 DEX to prepare + 1 DEX/MP spent on the spell. May carry over to future rounds.
    • Other Non-Combat Action: cost 5 DEX each for miscellaneous actions.


  • 3. Attack: roll attack.
    • Missile Attacks: all bonuses and penalties are cumulative and resolved in the order listed.
      • Snap Shot: an attack with a non-aimed weapon is at 1/2 skill value.
      • Point Blank: an attack at 1/5 listed range is at 2X skill value.
      • Medium Range: an attack above listed range and under double the range is made at 1/2 skill value.
      • Long Range: an attack above double the listed range to quadruple the listed range is made at 1/4 skill value.
      • Fast Moving Target: -50%.
      • Stationary Target: +20%.
      • Poor Vision: -10% to -25% with some light. Less in total darkness.

- Main Page; Griffin Island