Editing Combat Rules Synopsis
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− | - Main Page; [[Griffin Island | + | - Main Page; [[Griffin Island]] |
== Statement of Intent == | == Statement of Intent == | ||
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*'''2. Non-Combat Action:''' cumulative total of all actions subtracted from DEX before moving on. | *'''2. Non-Combat Action:''' cumulative total of all actions subtracted from DEX before moving on. | ||
− | **''Draw Weapon:'' from quiver, scabbard, off belt loop, or similar | + | **''Draw Weapon:'' from quiver, scabbard, off belt loop, or similar. |
− | **''Sheath Weapon:'' into quiver, scabbard, belt loop, or similar | + | **''Sheath Weapon:'' into quiver, scabbard, belt loop, or similar. Dropping a weapon is free. |
− | **''Ready and Aim an Arrow or Sling:'' necessary for full attack value. | + | **''Ready and Aim an Arrow or Sling:'' necessary for full attack value. May carry over to future rounds. |
**''Ready a Spell:'' costs 5 DEX to prepare + 1 DEX/MP spent on the spell. May carry over to future rounds. | **''Ready a Spell:'' costs 5 DEX to prepare + 1 DEX/MP spent on the spell. May carry over to future rounds. | ||
**''Other Non-Combat Action:'' cost 5 DEX each for miscellaneous actions. | **''Other Non-Combat Action:'' cost 5 DEX each for miscellaneous actions. | ||
− | *'''3. | + | *'''3. Attack:''' roll attack. |
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+ | **''a. Missile Attacks:'' all bonuses and penalties are cumulative and resolved in the order listed. | ||
+ | ***''Snap Shot:'' an attack with a non-aimed weapon is at 1/2 skill value. | ||
+ | ***''Point Blank:'' an attack at 1/5 listed range is at 2X skill value. | ||
+ | ***''Medium Range:'' an attack above listed range and under double the range is made at 1/2 skill value. | ||
+ | ***''Long Range:'' an attack above double the listed range to quadruple the listed range is made at 1/4 skill value. | ||
+ | ***''Fast Moving Target:'' -50%. | ||
+ | ***''Stationary Target:'' +20%. | ||
+ | ***''Poor Vision:'' -10% to -25% with some light. Less in total darkness. | ||
− | *'' | + | **''b. Melee Attacks:'' |
− | **''Initial Order of Attacks:'' upon engagement, the warrior with the longest weapon will always attack first (lowest to highest SR of weapons), on the DEX rank of the fastest combatant. The GM has final authority if weapons have the same SR or in special circumstances. | + | ***''Initial Order of Attacks:'' upon engagement, the warrior with the longest weapon will always attack first (lowest to highest SR of weapons), on the DEX rank of the fastest combatant. The GM has final authority if weapons have the same SR or in special circumstances. |
− | **''Subsequent Order of Attacks:'' | + | ***''Subsequent Order of Attacks:'' |
− | ***''Equal Weapon Lengths:'' if weapons are within 1 SR of each other, subsequent attacks are resolved in DEX rank order. | + | ****''Equal Weapon Lengths:'' if weapons are within 1 SR of each other, subsequent attacks are resolved in DEX rank order. |
− | ***''At Distance:'' if weapons are 2+ SR different, the longer weapon wielder will go first so long as the shorter weapon wielder is force to stay at distance. | + | ****''At Distance:'' if weapons are 2+ SR different, the longer weapon wielder will go first so long as the shorter weapon wielder is force to stay at distance. |
− | ***''Keeping at Distance:'' a declaration of intent and a successful attack roll, regardless of successful parry, keeps a shorter weapon wielder at distance, though does no damage on a normal success. (Higher levels of success for either party are decided on a case-by-case basis.) A higher success level of Dodge, declared ahead of time, will allow the shorter weapon user to force ''close combat''. | + | *****''Keeping at Distance:'' a declaration of intent and a successful attack roll, regardless of successful parry, keeps a shorter weapon wielder at distance, though does no damage on a normal success. (Higher levels of success for either party are decided on a case-by-case basis.) A higher success level of Dodge, declared ahead of time, will allow the shorter weapon user to force ''close combat''. |
− | ***''Normal Attack:'' the longer weapon user may elect to attempt to do damage, resulting in a normal chance to do damage and to be parried. A higher level of defense success by the shorter weapon user allows them to force ''close combat'' for the next round. | + | *****''Normal Attack:'' the longer weapon user may elect to attempt to do damage, resulting in a normal chance to do damage and to be parried. A higher level of defense success by the shorter weapon user allows them to force ''close combat'' for the next round. |
− | ***''Close Combat:'' attacks are resolved in strict DEX rank order. However, all attacks and parrys by the longer weapon user are ''difficult''. A higher success level of dodge by the longer weapon user and forgoing attacks (declared ahead of time) results in a breaking of ''Close Combat''. | + | ****''Close Combat:'' attacks are resolved in strict DEX rank order. However, all attacks and parrys by the longer weapon user are ''difficult''. A higher success level of dodge by the longer weapon user and forgoing attacks (declared ahead of time) results in a breaking of ''Close Combat''. |
− | + | - Main Page; [[Griffin Island]] | |
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− | - Main Page; [[Griffin Island |