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BrioFRPG:General Mechanics
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==Basic Combat== Combat is done a little differently than in most games. This system relies on a principle of combat flow rather then the simple trading of blows. {|Align=right style="background:#ffdead;" border="1" |- | Width="300px" | Example: 2 characters are fighting, char one has an intitive value of 2d +3, and character 2 has an initiative value of 1d + 8. In order to determine initiative, each character rolls their score and subtracts that amount from 30. So if charcter 1 rolled a 7 and a 4, their total would be 14 (7 + 4 + 3) resulting in an initial initiative of 16 (30-14). If the second character rolled a 5 their total would become 13 (5 + 8), the finial intiative would then be 17 (30-13) for the second character. The first character having the lower initial score would then become the first character to act. |} '''Combat Breakdown'''<br> # Initiative is rolled by each party then subtracted from 30 # The character with the lowest Initiative score chooses there actions #* A posture is chosen #* A maneuver is chosen #* The maneuver is resolved # The character then adds the Action Cost (AC) of the maneuver to his initiative # Go back to 2 and continue until there is a successful disengagment or combat ends. ===Initiative=== Each character has an initiative score and methodology. This score determines how quickly they can act from a disengaged posture, since this is the starting point. ===Postures=== Postures are representative of the characters current approach to the encounter. There are several basic postures which are known by every character; Balanced, Aggressive, and Defensive. There are also many advanced postures used by those with advanced combat training. '''Balanced'''<br> '''Modifiers''': None<br> This is the basic posture and provides no bonuses but also has no disadvantages. '''Aggressive'''<br> '''Modifiers''': This character is unable to apply defensive maneuvers, the AC of the character's offensive maneuvers are 1/2 (rounded up) normal<br> The character takes a relentless approach, attacking without thought to defense. '''Defensive'''<br> '''Modifiers''': -4 to all offensive maneuvers, +4 to all defensive maneuvers<br> The character takes a cautious and methodical approach concerning themselves with not allowing any offensive measures on the part of their opponent at the potential success of their own attack. Prepared Modifiers: +5 to the character's first offensive maneuver, -4 to ===Maneuvers=== Maneuvers are specific often used and specifically useful actions. They can be a punch, a kick, a thrust of a sword or the firing of a bow. Each Maneuver is different and the maneuvers of different individuals is unique to that individual. There are however some basic maneuvers that are common to most members of a species. For example, most humans know how to throw a punch (yes there are substantial differences in ability but most understand the basic mechanics), while pretty much every bear you meet will know how to bite. Each Manuever has a number of statistics:<br> '''Related Skill'''<br> The skill that is used when determining a characters base proficency at performing a specific maneuver. '''Action Cost(AC)'''<br> The initiative cost of the maneuver in question. '''Offensive Adjustment'''<br> The modifier for any attack rolls made using the maneuver, it is directly added to the related skill value. '''Defensive Adjustment'''<br> The modifier for the user's base defensive value. '''Damage'''<br> The basic damage done with the maneuver so long as all basic conditions are met. '''Effects'''<br> Any other effects that the maneuver causes. Sometimes it is special damage, other times it is simply a conditional modifier but whatever it is if it doesn't fall into one of the other categories then it belongs here. ===Combat Skills=== Combat skills encompase both hand to hand skills and weapon skills. These are the basic levels of competence of performing ===Dual Wielding=== ===Combat Statistics===
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