Editing Flamepunk: Combat and Conflict

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Other factors may apply:
 
Other factors may apply:
* Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the magnitude"'', but there are many different special effects depending on the attack.
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* Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the damage"'' or ''"if this attack hits, multiply damage dealt by X"'', but there are many different special effects depending on the attack.
* Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be to reduce the magnitude of hits against you, but there are numerous different special effects with different abilities and equipment.
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* Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be ''"when an attack hits you, deduct X from the damage dealt, to a minimum of 0 damage dealt"'', but there are numerous different special effects with different abilities and equipment.
  
 
Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances.
 
Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances.
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Donning an item of armour, clothing or other worn item is is an automatic action that costs 3 dice.
 
Donning an item of armour, clothing or other worn item is is an automatic action that costs 3 dice.
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===Combat and Psychology===
 
 
For more ambitious GMs, it is possible to mesh physical combat with social combat to simulate the effects of battlefield morale. Refer to the chapter [[Flamepunk: Combining Social and Physical Combat|Combining Social and Physical Combat]] for more on this.
 
 
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===Cover===
 
===Cover===
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Essentially, this means that if someone attacks you, you can dodge, or you can parry, or you can use another defence, but you can't do more than one of those things. Also, you can't "stack" the same defence - you can't, for example, declare three dodges against a single attack.
 
Essentially, this means that if someone attacks you, you can dodge, or you can parry, or you can use another defence, but you can't do more than one of those things. Also, you can't "stack" the same defence - you can't, for example, declare three dodges against a single attack.
  
Note that some paths to avoiding injury don't count as reflexive actions, so can be used freely. Armour, for example, takes no action to use, so will reduce damage in addition to any defence you use. Using Cover also requires no action, and dramatically reduces the effectiveness of ranged attacks that come your way.
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Note that some paths to avoiding injury don't count as reflexive actions, so can be used freely. Armour, for example, takes no action to use, so will reduce damage in addition to any defence you use.
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Smart characters will look out for these "non-action protections" and use them.
  
Smart characters will look out for these "non-action protections" and use them in addition to dodging.
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Smart characters use armour.
 
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===Special Effects and Non-Injuring attacks===
 
===Special Effects and Non-Injuring attacks===
  
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This works exactly the same as normal attacks, except that when the target is reduced to 0 Wounds, he is subdued rather than killed.
 
This works exactly the same as normal attacks, except that when the target is reduced to 0 Wounds, he is subdued rather than killed.
  
Some attacks, of course, are not suited to being used to subdue. Its hard to subdue someone with a Holocaust Cannon, for example. The ultimate ruling is up to the GM, though player creativity should generally be rewarded rather than penalised.
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Some attacks, of course, are not suited to being used to subdue. Its hard to subdue someone with a grenade, for example. The ultimate ruling is up to the GM, though player creativity should generally be rewarded rather than penalised.
 
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* [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]]
 
* [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]]
  
* [[Flamepunk: Social Combat|Social Combat]]
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*[[Flamepunk: Social Combat|Social Combat]]
* [[Flamepunk: Combining Social and Physical Combat|Combining Social and Physical Combat]]
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*[[Flamepunk: Action Scenes|Action Scenes]]
* [[Flamepunk: Action Scenes|Action Scenes]]
 
  
* [[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
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*[[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
* [[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
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*[[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
  
 
* [[Flamepunk: Physical Traits|Physical Traits]]
 
* [[Flamepunk: Physical Traits|Physical Traits]]
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* [[Flamepunk: Wound Points|Wound Points]]
 
* [[Flamepunk: Wound Points|Wound Points]]
  
[[Category:Flamepunk|Combat and Conflict]]
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[[Category:Flamepunk]]

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