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RuneQuest 2.5 Combat
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== Actions == 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.
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