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==Combat== We're going to be folding, spindling, and mutilating the palladium combat system to fit it into a workable PbP format. To that end, I'm going to rearrange a few concepts. Bear with me... A combat round's roughly half a minute of fighting, by the way. 1. GM rolls initiative for all involved PC's and NPC's, then posts the initiative order on the OOG board. This is more for tracking purposes, than anything else. 2. PC's figure out what they want to do, and how they wish to divide their actions. Unless they have a skill that grants them extra actions, most PC's have 2 actions per round. For every action that is an attack, dodge, or skill use, they roll the dice and record the results. (Please use [http://invisiblecastle.com/roller/ invisible castle] for this.) Attacks are 1D20 + any bonuses to strike. You can split up attacks between enemies or focus multiple attacks on a single foe. An attack roll of 5 or less on the die always misses. An attack roll of 20 on the die is a critical hit. This causes double damage, and can only be dodged or parried by a roll of 20 on the defender’s die. Dodges are 1D20 + any bonuses to dodge. Each action devoted to dodging also gives you a free roll-with-punch attempt, which is only really useful if you are being attacked with blunt trauma. A roll of 20 on the die means that the defender dodged any attack leveled his way, even a critical hit. Things like running or changing an ammo clip also take an action. Moving around a bit or drawing a weapon do not, but holstering a weapon and drawing a new one does. Bottom line is if it takes about 5-10 seconds to do, it's an action. Once PC's are finished, they post their actions and roll results in the OOG board, and write up a description in the IG board. Any PC's who go past the time limit in deciding their actions are assumed to be on full defense, and devoting all actions to dodging. 3. The GM figures out the NPC actions, and rolls as necessary. The GM rolls all applicable parry attempts for PC's and NPC's. The GM applies any announced dodge actions to the highest successful damaging attacks, for both PC's and NPC's. A dodge roll that exceeds its opponent's attack negates all damage from that attack. The GM applies any applicable roll-with-punch rolls to any blunt trauma-related attacks. A successful roll-with-punch reduces damage from a blunt trauma attack by half. 4. The GM rolls damage for each successful attack, winces at the results, and puts together an OOG post detailing who gets what amount of pain and suffering. He also puts together a description on the IG board. 5. Players figure out how much damage they've taken, and see whether they're still standing. Then a new round is rolled if necessary, and combat continues.
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