Editing Opend20: Combat
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* The total amount of dice rolling | * The total amount of dice rolling | ||
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− | Base | + | Base combat bonus no longer exists in OpenD20, replaced with the Combat Score. This is derived from the synergy from all the 'combat family' of skills. Every five ranks in a combat skill gives a +1 bonus to the Combat Score. This means that if characters specialises in combat, their abilities will grow exponentially, which puts them much more on par with spell-casters, and improves game balance. |
Characters hardly ever use ''just'' their Combat Score, however, because they must have spent some points in skills in order to ''get'' a Combat Score (although a wizard might have a very low combat score by only purchasing ranks in Defense). See the [[Opend20:_Attributes_and_Skill_Families|Skills Section]] for more information. | Characters hardly ever use ''just'' their Combat Score, however, because they must have spent some points in skills in order to ''get'' a Combat Score (although a wizard might have a very low combat score by only purchasing ranks in Defense). See the [[Opend20:_Attributes_and_Skill_Families|Skills Section]] for more information. | ||
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+ | ==Initiative== | ||
− | + | All players declare intended actions at the start of each combat round. Each round is broken down into ten ticks, representing ten seconds passing in the game world. During combat, the GM calls each tick out from ten to one, and then the process begins again. It is the player's responsibility to determine how many ticks will pass before they can act. Variations on this system can be found in the RuneQuest and Hero systems, for those interested in exploring further. | |
+ | On each tick, players can move one hex (two if charging). This movement does not count when determining which tick a player may act/attack on, but running or dodging (moving two hexes per tick) will delay the character for as many rounds as they continue the additional movement. | ||
− | + | Use the following variables to determine how long it takes a character to complete their action: | |
+ | * Size - small -1(disadvantage), medium 0, large +1, huge +2... | ||
− | + | * Reflex - +1 for each synergy point in reflex | |
− | + | * Weapon Modifier - see Weapons, below. The maximum weapon bonus is +4. | |
+ | * As noted above, for every 5 combat points invested in a round, characters get +1 initiative. | ||
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+ | The maximum score is +8 (which a huge character with specialised reflexes and a fast weapon could have at 1st level, but they would be spending 40+ points to pull it off). With a score of 8, you would be able to attack on the 8th tick, and if you wanted to you could attack at each 2 tick interval, for a total of five attacks per round! However, you would have to split your combat score up amoung those attacks, so it would not always be practical. | ||
− | + | ''Rungkor'' is large, and he has +1 reflex synergy. His bastard sword gives him a +2 to initiative at prime range, for a total of +4. This means that ''Rungkor'' can act on the 4th tick, so he only gets one attack this round. However, because the party is fighting kobolds, ''Rungkor's'' Player would like to be able to invest her Combat Score in order to be able to increase initiative, but since his Base Combat Score is only three, she can't do that yet. If ''Runkor'' had an initiative rank of +5, then he would have been able to act on the 5th and 10th ticks, spliting up his total Combat Score as she saw fit. | |
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− | + | ==Incorporated Damage== | |
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− | + | Incorporated Damage means that the 'damage roll' is incorporated into the 'attack roll', for purposes of simplicity. The amount of damage done is amount that the attack roll succeeds by. This means less dice rolling, and it also means that all warrior-style characters can do exponential damage. Let's look at two versions of ''Rungkor'': | |
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− | + | At first level, ''Rungkor'' has 5 ranks in his bastard sword, 5 ranks in defense 5 ranks in grapple, 3 ranks in manouvre(trip) and 2 ranks in heavy weapons (costing 25 Character Points). This gives him a Base Combat Score of +3, and +8 to hit with his Bastard Sword (he only weilds one handed at this stage, because his AC is too low). He attacks a character with a defense score of 15, and rolls a 10 on the die. That adds up to 18, which means he succeeded the 'attack check' by 3 points - take 3 vitality points from the victim. | |
+ | At sixth level, ''Rungkor'' has 10 ranks in bastard sword, 8 ranks in defense, 10 ranks in grapple, 5 ranks in manoevre (trip) and 5 ranks in heavy weapons (costing 46 Character Points). In addition, ''Rungkor'' has just become a 'Paladin', and his sword is now a +1 weapon (see [[Opend20:_Equipment_Templates|Equimpment]] for more information). His Base Combat Score is now +7, and he has +23 to hit with his 'Holy Avenger' (Bastard Sword). In one mighty attack, ''Rungkor'' attacks a character with a defense score of 20, and rolls 10 on the die. That adds up to 33, which means he succeeded the 'attack check' by 13 points - take 13 vitality points from the victim (though see special rules for wounding with heavy weapons). | ||
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− | + | As you can see, Rungkor isn't even the most effective fighter build possible - at first level, only a quarter of his Character Points are going into Combat Skills. The more you specialise your character, the more potent they become - at the expense of flexibility in other areas. But this example shows how Incorporated Damage allows combat to flow much faster and much more smoothly, while at the same time allowing fighter characters to become much more powerful when compared to the spell-casting character builds. |