Difference between revisions of "Mano a Mano:Combat Example"

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===Combat Example===  
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==Combat Example==
  
'''Basic Hand to Hand Combat''' - Here is a demonstration of the basic combat system. (See [[Mano a Mano:Action Rules|Action Rules]].) Modre (see [[Mano a Mano:Make a Character|Characters/Character Generation Example]]) has an clone who is exactly like Modre in every way, except that the clone has not had the time to make an Ice Blade. Modre decides to take out the clone before it can get started on an Ice Blade of it's own. This is what happens, and how it works.
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To demonstrate the basic hand-to-hand combat system, Steven - the character from our character generation example - has a clone exactly like Steven, except the clone has not made itself a machete. Steven decides to take out the clone before it can get started on an machete of it's own. (See [[Mano a Mano:Make a Character|Character Creation/Character Generation Example]].)
  
'''1. Establishing Initiative''' - Because Modre has a weapon with reach and his clone does not, Modre has a longer reach and therefore goes first.
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{{:Mano a Mano:Example Character}}
  
'''2. First Round Begins''' - Both Sabretooth Penguins have 6 hit points (see Character Generation Example.) Modre and the Clone's players put their hit points into their ready pools, because they have no hit points in the other pools at the start. (See Characters/Character Sheet.)
 
  
'''3. First Turn''' - Because Modre has initiative, the first turn is his.
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<i>The Clone, adult male human robber, 95 kg, 1.6 m height, 201 CP<br>
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1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running<br>
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2 unarmed combat, 4 one-handed weapons, 2 craftsmanship<br>
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2 hands (hand, 3 power, 2 attack, 12 defense)<br>
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2 feet (3 power, 2 attack, 12 defense)<br>
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14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack<br>
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0 best absorption, 0 total cover, ____ stun, ____ damage</i>
  
*In the first phase, he has no hit points in the stun pool, so goes on to the second phase.
 
*In his second phase, all of his hit points are already in his ready pool, so he goes to the third phase.
 
*In the third phase,  Modre's attacks, with 4 of his hit points being used to add extra damage to his attack (thereby going into his other used pool,) and 2 hit points to add as a modifier to his attack (going into his defense pool.)
 
 
The Clone's player decides to react by putting all 6 of the clone's ready pool Hit Points into Defense.  Modre's player rolls a 2, plus his Ice Blade combat modifier (of 1,) plus Modre's 2 hit points as a modifier, makes for a total of 5.  The Clone's player rolls a 1, plus the Clone's hit points in its defense pool (6,) plus the clones Body combat modifier (0,) makes for a total of 7.  Modre's 5 is less than the Clone's 7, and so Modre's attack misses.
 
  
'''4. Second Turn''' - Now the Clone has initiative because his player is next in the circle.
 
  
*In his first phase, he has no hit points in the stun pool, so he goes onto the second phase.
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'''1. Establishing Initiative'''
*In his second phase, 3 of the Clone's hit points, (his HP/round,) are put into the ready pool. Those 3 hit points come from the defense pool (leaving the other 3 in defense.)
 
*In its third phase, the Clone prepares to spring for a big attack, its player leaving all three of its ready hit points in the ready pool.
 
  
This is the end of all of the characters' turns and therefore the end of the round.
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Steven tries to ambush the clone. He uses stealth to sneak up on the clone, but Steven does not have the stealth ability so his success modifier is 0. Steven rolls a 13 and adds his modifier (0) to get a total of 13. The difficulty of this roll is 10 plus the clone's detection ability modifier, which is 0 because the clone does not have the detection ability. Steven's ambush is successful because Steven's total of 13 is greater than the difficulty of 10.
  
'''5. Second Round/ First Turn''' - It is Modre's turn again.
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'''2. Combat Begins'''
  
*In his first phase, Modre still has no hit points in the stun pool, so he goes onto the second phase.
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Now on his first turn in the combat round, Steven is able to attack first and while the clone is not prepared to defend or counter attack, because of Steven's successful stealth roll.
*In his second phase, Modre's player takes 3 hit points out of Modre's other used pool (leaving one hit point remaining in his other used pool,) and puts them into Modre's ready pool.
 
*In Modre's third phase, he takes a swipe at the Clone, his player putting 1 of his ready hit points into the other used pool to add to the damage of the attack, and putting the other 2 of the ready hit points into defense to be added to the modifier of Modre's attack.  Modre's player rolls a 6, plus Modre's 2 modifier hit points, plus Modre's Ice Blade combat modifier of 1 makes a total of 9.  (This also leaves a total of 4 hit points in Modre's defense pool.)
 
  
The Clone defends with a counter attack, his player putting 1 hit point into its defense pool towards the modifier of this attack, and the other two ready pool hit points into its other used pool to add to the damage of this attack. The Clone's player rolls a 4, plus the Clone's Body combat bonus of 2, plus his one hit modifier hit point makes a total of 7. Modre's attack is successful.
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Steven does a powerful strike with his machete. The attack modifier of this attack is Steven's attack modifier with the machete, which is 4. Steven's player rolls a 2, and adds Steven's attack modifier with the machete (4) so that his total attack roll is 6. The difficulty of the attack is the clone's defense. The clone's melee defense is 12. Steven's total of 6 is less than the clone's 12 defense, so Steven's attack misses.
  
Modre's Ice Blade power is 3, plus his one hit point for added power, make a total attack power of 4.  We subtract the Clone's Body absorption (0) from this attack, and find that the Clone has 4 hit points going into stun or damage. The sharpness of the Ice Blade is -2, so that the first two of the 4 stunned or damaged hit points go into the Clone's stun pool, and the rest go into it's damage pool. Since the Clone's ready pool is already empty, these 4 hit points come out of the Clone's defense pool. 
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'''3. The Clone's First Turn'''
  
'''6. Round Two/Second Turn''' - It is now the Clone's turn.
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Now the clone has initiative because his player is sitting next in order.
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15
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The clone launches a combo attack. The clone's speed is 1, but he has two hands and two feet. Because the clone has multiple weapons he can do an extra attack (as long as he doesn't use the same hand and foot for both attacks.) The clone's player decides that the clone's combo will be 2 quick strikes with his hands. Both of these quick attacks have an attack modifier of 2.
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The difficulty of the attack is Steven's melee defense which is 14.
  
*In his first phase, the Clone takes one hit point out of his stun pool and puts it into his other used pool.
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*On the first attack in the combo, the clone rolls a 14, for a total of 16 after adding the clone's attack modifier (2). Because the clone's total (16) is greater than Steven's defense (14), the clone's first strike is successful. The power of this attack is 3. Because the clone's hands and feet are not sharp (or padded) half of the power, rounded down becomes damage (1) and the rest (2) becomes stun. Steven now has 2 stun and 1 damage.
*In the second phase Clone's player moves the 3 hit points from the other used pool into the ready pool.  
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*On the second attack in the combo, the clone rolls an 12, for a total of 14 after adding the clone's attack modifier (2). Because the Clone's total is only equal to Steven's defense, the attack misses.
*In the Clone's third phase, his player put all three of his ready hit points into his defense pool, as the Clone turns tail and runs 3 meters away from Modre.
 
  
This is the end of the second round.
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'''4. The second round'''
  
'''7. Third round and beyond''' - The third round (and following rounds) follows the same general pattern that the first and second round followed, as far as what characters act in what order, while the players continue to control their characters by moving hit points around in the various pools.
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When it is Steven's turn again, he decides to wait and counterattack.
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[[Image:Minimam-rogue-injured.png|right]]Now it is the clone's turn, and the clone decides to do a powerful strike, but Steven gets to attack first because of his counterattack. Steven's response is a powerful attack of his own. Steven rolls a 14 for a total of 18 after adding his attack modifier (4). The clone's defense is 12.  Because Steven's total (18) is higher than the clone's defense (12), his attack succeeds. This is a double power attack, so the attack power is 10. The clone has no armor with absorption to reduce the attack's power. Because Steven's machete is Sharp, the clone takes 10 damage and no stun.
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The clone's stun plus damage (0 + 10 = 10) is now has more than his toughness (7) but less than his stamina (14). This means the clone is injured and can no longer do strenuous actions like the powerful strike he was planning. Instead, the clone chooses to evade, giving him a +5 defense modifier against all attacks until his next turn.
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'''5. Steven's Third Turn'''
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Steven decides to follow up his attack with a combo.  He can only use the machete once in the combo because his speed is 1, but he can also use his other hand, legs, elbows, knees, head, etc. to do a second attack.
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* Steven first attacks using a kick (a quick attack with one of his legs.) Steven's attack bonus with his head and legs is 2, and he rolls a 12, for a total of 14.  The clone's defense is 12, but this is raised to 17 because the clone is evading. Steven's kick attack misses because Steven's total (14) is not greater than the clone's defense (17).
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* [[Image:Minimam-rogue-incapacitated.png|right]]For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 21. The clone's defense and evasion together is only 17, so Steven's attack is successful.  The power of this attack is 5. Steven's weapon is sharp so the attack does 5 damage. The clone is now totally incapacitated because the clone's damage plus stun (0 + 15 = 15) is equal to or higher than the clone's stamina (14).

Latest revision as of 00:25, 17 January 2009

Combat Example[edit]

To demonstrate the basic hand-to-hand combat system, Steven - the character from our character generation example - has a clone exactly like Steven, except the clone has not made itself a machete. Steven decides to take out the clone before it can get started on an machete of it's own. (See Character Creation/Character Generation Example.)

Steven, adult male human robber, 95 kg, 1.6 m height, 201 CP
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
1 machete (sharp, 0.5 kg, 3 heft, 5 power, 4 attack, 14 defense)
14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack
0 best absorption, 0 total cover, ____ stun, ____ damage


The Clone, adult male human robber, 95 kg, 1.6 m height, 201 CP
1 speed, 0 agility, 3 strength, 7 toughness, 14 stamina, 5 running
2 unarmed combat, 4 one-handed weapons, 2 craftsmanship
2 hands (hand, 3 power, 2 attack, 12 defense)
2 feet (3 power, 2 attack, 12 defense)
14 melee defense, 10 missile defense, 13 grapple defense, 3 grapple attack
0 best absorption, 0 total cover, ____ stun, ____ damage


1. Establishing Initiative

Steven tries to ambush the clone. He uses stealth to sneak up on the clone, but Steven does not have the stealth ability so his success modifier is 0. Steven rolls a 13 and adds his modifier (0) to get a total of 13. The difficulty of this roll is 10 plus the clone's detection ability modifier, which is 0 because the clone does not have the detection ability. Steven's ambush is successful because Steven's total of 13 is greater than the difficulty of 10.

2. Combat Begins

Now on his first turn in the combat round, Steven is able to attack first and while the clone is not prepared to defend or counter attack, because of Steven's successful stealth roll.

Steven does a powerful strike with his machete. The attack modifier of this attack is Steven's attack modifier with the machete, which is 4. Steven's player rolls a 2, and adds Steven's attack modifier with the machete (4) so that his total attack roll is 6. The difficulty of the attack is the clone's defense. The clone's melee defense is 12. Steven's total of 6 is less than the clone's 12 defense, so Steven's attack misses.

3. The Clone's First Turn

Now the clone has initiative because his player is sitting next in order. 15 The clone launches a combo attack. The clone's speed is 1, but he has two hands and two feet. Because the clone has multiple weapons he can do an extra attack (as long as he doesn't use the same hand and foot for both attacks.) The clone's player decides that the clone's combo will be 2 quick strikes with his hands. Both of these quick attacks have an attack modifier of 2. The difficulty of the attack is Steven's melee defense which is 14.

  • On the first attack in the combo, the clone rolls a 14, for a total of 16 after adding the clone's attack modifier (2). Because the clone's total (16) is greater than Steven's defense (14), the clone's first strike is successful. The power of this attack is 3. Because the clone's hands and feet are not sharp (or padded) half of the power, rounded down becomes damage (1) and the rest (2) becomes stun. Steven now has 2 stun and 1 damage.
  • On the second attack in the combo, the clone rolls an 12, for a total of 14 after adding the clone's attack modifier (2). Because the Clone's total is only equal to Steven's defense, the attack misses.

4. The second round

When it is Steven's turn again, he decides to wait and counterattack.

Minimam-rogue-injured.png

Now it is the clone's turn, and the clone decides to do a powerful strike, but Steven gets to attack first because of his counterattack. Steven's response is a powerful attack of his own. Steven rolls a 14 for a total of 18 after adding his attack modifier (4). The clone's defense is 12. Because Steven's total (18) is higher than the clone's defense (12), his attack succeeds. This is a double power attack, so the attack power is 10. The clone has no armor with absorption to reduce the attack's power. Because Steven's machete is Sharp, the clone takes 10 damage and no stun.

The clone's stun plus damage (0 + 10 = 10) is now has more than his toughness (7) but less than his stamina (14). This means the clone is injured and can no longer do strenuous actions like the powerful strike he was planning. Instead, the clone chooses to evade, giving him a +5 defense modifier against all attacks until his next turn.

5. Steven's Third Turn

Steven decides to follow up his attack with a combo. He can only use the machete once in the combo because his speed is 1, but he can also use his other hand, legs, elbows, knees, head, etc. to do a second attack.

  • Steven first attacks using a kick (a quick attack with one of his legs.) Steven's attack bonus with his head and legs is 2, and he rolls a 12, for a total of 14. The clone's defense is 12, but this is raised to 17 because the clone is evading. Steven's kick attack misses because Steven's total (14) is not greater than the clone's defense (17).
  • Minimam-rogue-incapacitated.png
    For Steven's second attack he uses the machete, and he rolls a 17, for a total combat roll of 21. The clone's defense and evasion together is only 17, so Steven's attack is successful. The power of this attack is 5. Steven's weapon is sharp so the attack does 5 damage. The clone is now totally incapacitated because the clone's damage plus stun (0 + 15 = 15) is equal to or higher than the clone's stamina (14).