Land of Xel:Combat System

From RPGnet
Jump to: navigation, search

Land of Xel Home

Basics[edit]

Order of Combat Initiative Actions Resolve Actions

Initative[edit]

Everyone Aware Everyone rolls a D10 and adds their Reflex Adjustment. The highest goes first. For multiple actions your first attack is taken on the initial roll and modification the second is taken a –4 and –4 again for the third and so on till you’re out of actions. It is possible for a character to go twice before somebody goes once. A tie means the one with the highest AGI goes first.

One Party Aware Everyone that is aware rolls a D10 and adds their Reflex Adjustment and carry on that round in initiative order. At the end of the round all members who are now aware are allowed one move action in AGI order and at the beginning next round roll initiative. Continue this until all individuals are aware or combat ends.

No Party Aware When two party surprise each other all members who gain awareness roll initiative as if they where aware however only 1 action can be taken that round. Individual Actions

Combat Movement[edit]

Full Move In a full move action the individual uses all actions to move. While on terrain the allows for easy movement the individual receives an extra move action per round spent moving up to four extra move actions. This is essentially running. No other action can be taken although they entire move can be interrupted by a partial dodge. If this does take place no other action can be taken until next round. If in the next round the individual takes a full move action it is as if this was the first round doing so.

Partial Move A partial move allows the individual to take one move action before or after another action in that round. The other actions can only be a partial actions and the individual cannot us more actions than the posses.

Melee Attack[edit]

Full Melee Attack In a full attack the individual uses all actions to attack. The individual rolls a D20 and add your total strike bonus. Because the attacker completely focuses on hitting they receive -1 to weapon difficulty. This is not accumulative so all attacks are taken in one round with the -1 weapon difficulty. The attack must tie or exceed the weapon difficulty plus the targets AR and deflection bonus, and/or dodge roll (for ranged attacks), and/or parry roll (for melee attacks) to hit.

Partial Melee Attack A partial attack allows the individual to take one attack action before or after another action in that round. The other actions can only be a partial actions and the individual cannot us more actions than the posses. Roll a D20 add your total strike bonus. The weapon difficulty is increased by 2. This increase is not accumulative so if multiple partial attacks are taken in one round then all the attacks are at +2 weapon difficulty. The attack must still must tie or exceed the weapon difficulty plus the targets AR and deflection bonus, and/or dodge roll (for ranged attacks), and/or parry roll (for melee attacks) to hit.

Ranged Attack[edit]

Full Ranged Attack In a full ranged attack the individual uses all actions to attack. The individual rolls a D20 and add your total strike bonus minus range penalty. Because the attacker completely focuses on hitting they receive -1 to weapon difficulty. This is not accumulative so all attacks are taken in one round with the -1 weapon difficulty. The attack must tie or exceed the weapon difficulty plus the targets AR and deflection bonus and/or dodge roll to hit. Each weapon has a short, medium, long, and max range. The range determines the weapons difficulty. Any thing before short is considered point blank and attacker receives a +4 bonus to hit. At short range attackers receive no extra bonus to hit. At medium range there is a -2 penalty. At long range there is a –6 penalty and at max there is a -12.

Partial Ranged Attack A partial attack allows the individual to take one attack action before or after another action in that round. The other actions can only be a partial actions and the individual cannot us more actions than the posses. Roll a D20 add your total strike bonus minus range penalty. The weapon difficulty is increased by 2. This increase is not accumulative so if multiple partial attacks are taken in one round then all the attacks are at +2 weapon difficulty. The attack must still must tie or exceed the weapon difficulty plus the targets AR and deflection bonus and/or dodge roll to hit. Each weapon has a short, medium, long, and max range. Any thing before short is considered point blank and attacker receives a +4 bonus to hit. At short range attackers receive no extra bonus to hit. At medium range there is a –2 penalty. At long range there is a –6 penalty and at max there is a-12.

Dodge[edit]

Full Dodge In a full dodge action the individual uses all actions to dodge everything coming at them. The individual rolls a D20 and adds their dodge bonus. The attack must tie or exceed the dodge total or the weapon difficulty total whichever is higher to hit. The full dodge can only be used against ranged attacks all melee attacks are made with a -2 weapon difficulty. Melee attacks against the individuals must tie or exceed AR and deflection bonus or weapon difficulty whichever is higher, to hit.

Partial Dodge A partial attack allows the individual to take one dodge action before or after another action in that round. The other actions can only be a partial actions and the individual cannot us more actions than the posses. Roll a D20 add your total dodge bonus. The attack must tie or exceed the dodge total or the weapon difficulty total, whichever is higher, to hit. The dodge is normally used for ranged attacks; however an individual can use a partial dodge against the melee attack but at an accumulative -2 dodge penalty per attempt.

Parry[edit]

Full Parry In a full parry action the individual uses all actions to parry everything coming at them. A parry can only be used against a melee attack. The individual rolls a D20 and adds their weapon skill bonus. If the individual is unarmed and the attacker is armed there is a -6 penalty to parry. If the individual is armed and the attacker is unarmed there is a +2 bonus to parry. The attack must tie or exceed the parry total or the weapon difficulty total whichever is higher to hit.

Partial Parry A partial attack allows the individual to take one parry action before or after another action in that round. The other actions can only be a partial actions and the individual cannot us more actions than the posses. The individual rolls a D20 and adds their weapon skill bonus. If the individual is unarmed and the attacker is armed there is a -6 penalty to parry. If the individual is armed and the attacker is unarmed there is a +2 bonus to parry. The attack must tie or exceed the parry total or the weapon difficulty total whichever is higher to hit.

Advanced Combat[edit]

Blind Side[edit]

Attacker gains a +2 bonus to attack roll

Suprise Attack[edit]

Attacer gains a +4 bonus to attack roll

Trip[edit]

Attackers Strength or Weapon attack verses Defenders Defense or Strength

Defensive Attack Stance[edit]

Gain +4 to defense, attacks are made a with a -2 penalty to the attack roll.

Full Defensive Stance[edit]

Gain +8 to defense, no attack possible

Yeild Ground[edit]

Backup one move and gain +2 Defense. Cost one partial action

Called Shot[edit]

Head -8 to attack roll; x4 damage or x3 with helm

Leg -4 to attack roll; -1 move (stacks) if damage done to life points

Arm -6 to attack roll; Deffenders Strength roll verses damage to retain item in hand