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='''IMPORTANT NEWS'''=
 
I'm abandoning torglike for now as i have decided to run a different setting instead (called B-Grade). It also uses ORE and is built on the changes i have made here. I'll be finishing off the combat system (and other bits and pieces) here instead -> [[B-Grade_Combat]]
 
 
(and for the rest of the rules such as magic, character templates, stats and skills, etc) -> [[B-Grade]]
 
 
 
 
== Index ==
 
 
'''Rules'''
 
 
[[Basic Rules, attributes and skills]]
 
[[Combat]]
 
[[Equipment]]
 
[[Magic]]
 
[[Miracles]]
 
[[Powers]]
 
 
 
== '''COMBAT'''  (''Designer's notes are in italics'') ==
 
== '''COMBAT'''  (''Designer's notes are in italics'') ==
  
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==='''INITIATIVE'''===
 
==='''INITIATIVE'''===
 +
 
The largest Area set now goes first, though if this is too unwieldly in playtesting, then it may return to widest sets go first (''Why should wide sets go first however? Can small widths go first in combat? If they do, then this would be more reflective of how combat is shown in action films - eg in a combat such as the troll combat in fellowship of the ring, the small hits happen first (the glancing blows), and then the killing blows act last. The only other alternative (and a compromise) is to make the largest AREA go first (width x height). This would increase the chance of smaller hits going first, which i think is a good thing.'')
 
The largest Area set now goes first, though if this is too unwieldly in playtesting, then it may return to widest sets go first (''Why should wide sets go first however? Can small widths go first in combat? If they do, then this would be more reflective of how combat is shown in action films - eg in a combat such as the troll combat in fellowship of the ring, the small hits happen first (the glancing blows), and then the killing blows act last. The only other alternative (and a compromise) is to make the largest AREA go first (width x height). This would increase the chance of smaller hits going first, which i think is a good thing.'')
  
 
==='''HITTING'''===
 
==='''HITTING'''===
Every character has a 'threat' value (like Reign's threat value for unworthy opponents, except extending now to PCs). Threat changes according to circumstance. Nb - When averaging, always round down  
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*[[For Melee Combat:]] Threat = Average of body + Weapon skill (if in armour)  '''OR'''  (player's choice) Average of Coord + Weapon skill (if in non-bulky/no armour)
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Every character has a 'threat' value (like Reign's threat value for unworthy opponents, except extending now to PCs). Threat changes according to circumstance. Nb - When averaging, always round down (GM's revenge...that'll piss off the players)
 +
*[[For Melee Combat:]] Threat = Average of body + Weapon skill (if in armour)  '''OR'''  Average of Coord + Weapon skill (if in non-bulky/no armour)
 
*[[For Projectile combat:]] Threat = Average of Coord + Dodge   
 
*[[For Projectile combat:]] Threat = Average of Coord + Dodge   
 
*[[For Firearms:]] Threat = Body (you can't dodge bullets. Best to be far away from the firer (distance modifier) or in cover (cover modifier)
 
*[[For Firearms:]] Threat = Body (you can't dodge bullets. Best to be far away from the firer (distance modifier) or in cover (cover modifier)
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To hit in combat
 
To hit in combat
 
Every combatant rolls a dice pool as normal at the start of the round. If attacking, roll Coord + weapon skill.
 
Every combatant rolls a dice pool as normal at the start of the round. If attacking, roll Coord + weapon skill.
*Width 2 sets hit only if they are equal to or greater than the enemy's Threat. Eg. a 2x6 set will hit someone with a Threat of 6 or less. It won't hit the guy hiding behind the barrel (cover 7)
+
*Width 2 sets hit only if they are greater than the enemy's Threat. Eg. a 2x6 set will hit someone with a Threat of 6 or less. It won't hit the guy hiding behind the barrel (cover 7)
*Width 3 or greater sets do NOT need to roll equal to or over Threat. They are sufficiently good enough to hit. (''Otherwise, threat is too good, and width greater than 3 sets are rare enough as it is. However, this changes when actively defending, as shown below.'')
+
*Width 3 or greater sets do NOT need to roll over Threat. They are sufficiently good enough to hit. (''Otherwise, threat is too good, and width greater than 3 sets are rare enough as it is. However, this changes when actively defending, as shown below.'')
  
 
ALSO, hitting an opponent does '''NOT''' knock out one die from the opponent's set. (''the reason for this change is that i have changed the damage system. Width 2 hits now only do a little shock damage as they are just glancing blows. This may change with playtesting'').
 
ALSO, hitting an opponent does '''NOT''' knock out one die from the opponent's set. (''the reason for this change is that i have changed the damage system. Width 2 hits now only do a little shock damage as they are just glancing blows. This may change with playtesting'').
  
 
==='''ACTIVE PARRY AND DODGE'''===
 
==='''ACTIVE PARRY AND DODGE'''===
Actively parrying or dodging does not involve dice (''I am not a big fan of gobble dice in combat. I think it complicates things a bit too much.''), it is a full round action, and cannot be used in a multiple-action. Sets of '''any''' width that attack the defender this round (from all foes) must be equal to or greater than threat to hit. This includes widths of 3 or greater (''which means that critical hits are less likely. In effect, actively defending doesn't do anything in reducing the chance of glancing blows, but has a huge effect on minimising the chance of getting critical hits on you'')  
+
 
 +
Actively parrying or dodging does not involve dice (''I am not a big fan of gobble dice in combat. I think it complicates things a bit too much.''), it is a full round action, and cannot be used in a multiple-action. Sets of '''any''' width that attack the defender this round must be greater than threat to hit. This includes widths of 3 or greater (''which means that critical hits are less likely. In effect, actively defending doesn't do anything in reducing the chance of glancing blows, but has a huge effect on minimising the chance of getting critical hits on you'')  
  
 
==='''DAMAGE RESULTS'''===
 
==='''DAMAGE RESULTS'''===
 +
 
The quality of a success is different in Torglike Combat (in combat anyway, not sure whether this should carry over to non-combat situations...Probably not).
 
The quality of a success is different in Torglike Combat (in combat anyway, not sure whether this should carry over to non-combat situations...Probably not).
 
Width 2 = minimal success, Width 3 = adequate success, Width 4 = Good success, Width 5 = Spectacular success  
 
Width 2 = minimal success, Width 3 = adequate success, Width 4 = Good success, Width 5 = Spectacular success  
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Note that the wound experienced is not evaluated until a later date. In combat, it isn't the wound that is important, it is the effect this wound has on your ability to continue fighting. Only when first aid, or vigor is rolled is the severity of the wound finally determined.
 
Note that the wound experienced is not evaluated until a later date. In combat, it isn't the wound that is important, it is the effect this wound has on your ability to continue fighting. Only when first aid, or vigor is rolled is the severity of the wound finally determined.
  
(''below needs work and a rethink!'')
 
 
When you hit, you start from the top(for those not wearing armour this would be the unharmed wound level), and count off the damage of the hit. A width3 set (causing 1 wound) moves an unarmoured character from unharmed to serious. Width 4 (2 wounds of damage) moves a character from unharmed to critical. A width 5 hit (3 wounds) moves a character from unharmed straight to Out of action. Note that every hit starts again from the top. If you keep on getting damaged with width 4 sets and are unarmoured, you will only ever experience serious hits. (''i'm trying to engineer it so that characters exit combat mainly due to knockout'').  
 
When you hit, you start from the top(for those not wearing armour this would be the unharmed wound level), and count off the damage of the hit. A width3 set (causing 1 wound) moves an unarmoured character from unharmed to serious. Width 4 (2 wounds of damage) moves a character from unharmed to critical. A width 5 hit (3 wounds) moves a character from unharmed straight to Out of action. Note that every hit starts again from the top. If you keep on getting damaged with width 4 sets and are unarmoured, you will only ever experience serious hits. (''i'm trying to engineer it so that characters exit combat mainly due to knockout'').  
  

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