RuneQuest 2.5 Combat

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- Main Page; The Prax Adventure

Statement of Intent[edit]

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.

If possible, write a statement from which I can extrapolate for several rounds of combat. Fill free to insert if/then type statements and I'll do my best to follow your logic.

Actions[edit]

All actions are resolved in SR (Strike Rank) Order. There are 10 SR's per combat round.

  • 1. Movement: characters may move 3 meters per SR during combat. In general, I will state how many rounds it will take to close with someone rather than getting in detail. Once melee is initiated, I will generally just inform you how long it will take to move where you want. Every 3 meters of movement, or fraction thereof, will simply delay other actions to later SR's in the round. Any actions that would go beyond SR 10 simply won't be performed that round.
  • 2. Non-Combat Action: most actions require 3 SR, such as drawing a weapon, notching an arrow, or similar. More involved tasks may require additional time to perform.
  • 3. Missile Attacks: missile attacks occur at DEX SR. It will require 3 SR to reload the weapon and then an addition DEX SR to loose another missile. For example, a character with a DEX SR of 2, will loose a notched arrow at SR 2 of the round, will have another arrow notched at SR 5, will loose it again at SR 7, and will be able to notch another arrow at SR 10 to be ready to do the same the next round. Characters may not split actions between two rounds. A character who looses at SR 8 of one round, will have to wait until the next round to notch another arrow since there are not a full 3 SR left in this round to do so.
  • 4. Melee Attacks: melee attacks occur at DEX SR + SIZ SR + Weapon SR. If a long weapon gives sufficient advantage, as ruled by the GM, then on the first round of combat it will strike first, regardless of relative SR's. (In most cases, the short weapon wielder may choose to attack the opponents weapon at the normal SR.) If a character wielding a shorter weapon is able to close against someone with a longer weapon, the shorter weapon grants first attack every round, and the wielder of the longer weapon may only attack or parry. However, the long weapon wielder can prevent closing, so long as they give up ground to keep separation. If a character has a 100%+ ability with a weapon, the player may choose to split the skill in half and attack two opponents. Each attack must be at 50%+ but they do not have to be split evenly. (For example, a character with 120% sword skill, may split it as 70% against one opponent and 50% against another.) Similarly, 100%+ parry or dodge skills may be split.
  • 5. Magic: spells are cast at DEX SR + number of magic points invested in the spell. Magic is the only thing that may carry over to subsequent rounds. It is possible to case spells and still attack in the same round, depending only on the number of SR necessary for each action.

Results[edit]

  • Attack Roll
    • Success: role weapon damage + strength bonus. Determine what is stopped/avoided by defense. Role location and apply the damage minus any applicable armor.
    • Special Success: this works the same as for a normal success with a bonus, depending on weapon type.
      • Impaling Weapon: roll twice weapon damage + strength bonus. The weapon is lodged in the enemy and will affect the enemy's motion negatively until removed. The weapon may not be used until removed.
      • Slashing Weapon: the weapon does maximum damage + rolled strength bonus.
      • Crushing Weapon: the weapon does rolled damage plus either maximum strength bonus or rolled strength bonus, but all damage is applied as knockback damage.
    • Critical Success: determine damage as for a Special Success. The player can choose to either roll location and bypass all armor, or choose a location but armor is applied to damage.
    • Failure: no result, though declared defense is still rolled.
    • Fumble: mishap happens, either from a table or from GM ruling.
  • Parry Roll
    • Success: the parrying weapon is interposed. If the parrying weapon's AP is higher than the rolled damage, the attack is deflected without direct damage occurring. If the damage is higher than the AP of the parrying weapon, then all excess damage is applied as a normal hit and the parrying weapon loses 1 AP.
    • Special Success: some weapons entangle the attacking weapons. Bladed weapons do normal weapon damage (no strength bonus) to the attacking weapon.
    • Critical Success: entire attack is blocked. No damage will go through. Special Success results also apply.
    • Failure: no result.
    • Fumble: mishap happens, either from a table or from GM ruling.
  • Dodge Roll
    • Success: lower a successful attack roll by one level of success.
    • Special Success: lower a successful attack roll by two levels of success.
    • Critical Success: avoids any attack completely. May allow a riposte.

Spot Rules[edit]

  • Knockback: for every 5 full points of damage rolled above the targets size, regardless if parried or absorbed by armor, the target is knocked back 1 meter and must make a DEXx5% roll are fall prone. On some special attacks and specifically declared knockback attacks with a shield, the entire damage is treated as knockback damage regardless of the target's size. Being knocked back into other people requires both to make the DEX roll, plus both take 1d6 damage to a random location for every 3 meters of knockback. Being knocked back into a solid object results in 1d6 damage per meter traveled.
  • Hit Locations: use the missile location table for both missile weapons and thrusting weapons, and shield attacks. Use the melee weapon table for slashing and crushing weapons.
  • Passive Shields: bucklers cover the left arm, medium shields cover the left arm plus one other location, and large shields cover the left arm plus two other adjacent locations. A hit that lands on a covered location receives half the AP of the shield as passive defense, if the shield wasn't used to successfully parry thus getting full AP. Damage in access of that half AP does damage the shield.
  • Attacking while mounted: substitute mounts strength bonus for rider's and roll 1d10+10 for hit location.
  • Partial Cover: roll a normal attack. If the hit location is covered, then then no damage is done or it is reduced depending on the blockage.

Damage[edit]

  • General Hit Points: all damage is only tracked via general hit points. Individual wounds must be tracked for healing purposes as First Aid and Spirit Magic Healing apply to specific wounds.
  • Hit Location: only applies if location sufficient damage done in one attack.
    • Threshold exceeded: location disabled. Target taking 1 hp of damage per round due to blood loss. CON rolls necessary to continue operating for Head, Chest, or Abdomen hits.
    • Threshold doubled: location disabled. Target taking 2 hp of damage per round due to blood loss. Character incapacitated.
    • Threshold tripled: location destroyed. Target taking 3 hp of damage per round due to blood loss. Character incapacitated.

- Main Page; The Prax Adventure