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

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(Combat Example)
(Combat Example)
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Because Modre has initiative, the first turn is his.
 
Because Modre has initiative, the first turn is his.
  
Modre does an outreaching powerful attack, giving his attack a power of 6 and a +7 to his combat roll. Modre's player rolls a 1, so that his total combat roll is 8. (Because his powerful attack was an outreaching attack, Modre also now gets a +2 defensive bonus against anyone with shorter reach than him until his next turn.)
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Modre does an outreaching attack, which has an attack power of 6 and a +7 to his combat roll. Modre's player rolls a 1, so that his total combat roll is 8. (Because his powerful attack was an outreaching attack, Modre also now gets a +2 defensive bonus against anyone with shorter reach than him until his next turn.)
  
 
The Clone's player rolls a 6, for a total (unarmed) combat roll of 10.  Modre's 8 is less than the Clone's 10, so Modre's attack misses.
 
The Clone's player rolls a 6, for a total (unarmed) combat roll of 10.  Modre's 8 is less than the Clone's 10, so Modre's attack misses.
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At the end of Modre's turn he can recover one stun, but he has no stun yet.
  
 
'''4. The Clone's First Turn'''
 
'''4. The Clone's First Turn'''
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Modre defends using his Ice Blade, so he gets a +7 to defend against each attack in the Clone's combo, plus the extra +2 he has from having just done an outreaching attack (for a total of +9.)
 
Modre defends using his Ice Blade, so he gets a +7 to defend against each attack in the Clone's combo, plus the extra +2 he has from having just done an outreaching attack (for a total of +9.)
*On the first attack in the combo, the Clone rolls a 6, for a total of 10, while Modre rolls a 1, for a total of 10.  Because the rolls are the same, the attack only does half damage, inflicting one stun (which Modre has no absorption protection against.)
+
*On the first attack in the combo, the Clone rolls a 6, for a total of 10, while Modre rolls a 1, for a total of 10.  Because the rolls are the same, the attack barely grazes Modre and has no power, causing no damage or stun.
*On the second attack in the combo, the Clone again rolls a 6, for a total of 10, while Modre again rolls a 1, for a total of 10.  Again, because the rolls are the same, the attack only does half damage, inflicting one stun. Modre now has two points of stun (which Modre has no absorption protection against.)
+
*On the second attack in the combo, the Clone again rolls a 6, for a total of 10, while Modre again rolls a 1, for a total of 10.  Again, because the rolls are the same, the attack has no power.
 
*On the third attack in the combo, the clone rolls a 4, for a total of 8.  Modre rolls a 2, for a total of 9.  Because 9 is higher than 8, the clone's third attack misses.
 
*On the third attack in the combo, the clone rolls a 4, for a total of 8.  Modre rolls a 2, for a total of 9.  Because 9 is higher than 8, the clone's third attack misses.
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 +
At the end of the clone's turn he can recover one stun, but he has no stun yet.
  
 
'''5. Modre's Second Turn'''
 
'''5. Modre's Second Turn'''
  
 
It is Modre's turn again, and the beginning of the second combat round.
 
It is Modre's turn again, and the beginning of the second combat round.
 +
Modre decides to wait and counter attack.
 +
If he had any stun he would recover it now, but he doesn't.
  
At the beginning of Modre's turn, he discards a stun point, which still leaves him with 1 stun.  However because he has no damage and this one stun is not greater than his health/2, the stun from this combat round is not slowing him down yet. However, Modre decides to wait and counter attack (on the Clone's turn.)
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'''6. The Clone's Second Turn'''
  
'''6. The Clone's Second Turn'''
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The clone decides to do a flanking attack to Modre, giving the clone an extra +1 to his usual +4 combat bonus for a total of +5.  The clone rolls a 5, for a total combat roll of 10. 
 +
 
 +
Modre's response is a counter attack with an attack power of 3 and combat bonus of +7. He rolls a 4 (for a total of 11.) Because Modre's combat roll is higher, Modre's counter attack is successful instead of the Clone's attack, even though it's the clone's turn. The Clone has no armor with absorption to reduce the attack's power. Because Modre's success level (1) is less than his Ice Blade's sharpness (2) the the clone takes 3 stun instead of 3 damage.
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 +
The Clone recovers one point of stun at the end of his turn, so his stun is now 2.
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 +
'''7. Modre's Third Turn'''
 +
 
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Modre decides to follow up his attack with a combo.  He can only use the ice blade twice in the combo because his speed is 2, but he can also use his teeth or the claw he isn't using to hold the ice blade as a secondary weapon for a third attack.
 +
* For his first attack with the ice blade, Modre rolls a 3, for a total combat roll of 10. The clone rolls 1, for a total combat roll of 5.  Modre's success level (5) is higher than his weapon's sharpness (2), so the attack does 3 damage.  The Clone is now incapacitated and falling down because the Clone's damage (3) plus stun (2) is equal to the Clone's health (5).
 +
* Modre continues to press the attack to keep the clone from recovering and getting back up.  For his second ice blade attack he rolls a 2 for a total combat roll of 9.  The clone rolls a 4 for a total combat roll of 9.  Modre's attack is only half successful with no power.
 +
* Modre has one last attack with his other claw.  He rolls a 1 for a total combat roll of 8, but the Clone rolls 2 again for a total combat roll of 9. Modre's final attack in this combo misses.
 +
 
 +
Modre does not have any stun, so he does not recover any at the end of his turn.
  
The clone decides to do a flanking attack to Modre, giving the clone an extra +1 to his usual +4 combat bonus (for a total of +5.The clone rolls a 5, for a total combat roll of 10. 
+
'''8. The Clone's Third Turn'''
  
Modre has his usual power of +3 and combat bonus of +7, and rolls a 4 (for a total of 11.) Because 11 is greater than 10, Modre's attack is actually successful instead of the Clone's attack, even though it's the clone's turn. The attack power of Modre's counter attack is 3 (which the Clone has no absorption protection against.) Because Modre's Ice Blade's sharpness is 2, but his success level is only 1, the clone takes 3 stun instead of 3 damage.
+
The Clone is incapacitated at the beginning of his turn because the Clone's stun (2) plus damage (3) is 5, which is equal to his health (5).
 +
The Clone recovers one stun at the end of his turn, so the Clone's stun is now 1.
  
'''7. Third round and beyond'''
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'''9. Fourth round and beyond'''
  
 
The players continue taking turns controlling their characters in the same order until one side gives up or is unable to fight back even after recovering stun.  Modre is intent on destroying the Clone so the fight will only end when the clone's damage is greater than or equal to the Clone's health.
 
The players continue taking turns controlling their characters in the same order until one side gives up or is unable to fight back even after recovering stun.  Modre is intent on destroying the Clone so the fight will only end when the clone's damage is greater than or equal to the Clone's health.

Revision as of 06:29, 13 August 2007

Combat Example

To demonstrate the basic hand-to-hand combat system, Modre the Sabretooth Penguin has a clone exactly like Modre, except the clone has not had 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. (See Action. and Character Creation/Character Generation Example.)

1. Establishing Initiative

Modre has a weapon with reach and his clone does not. Modre goes first because he has a longer reach.

2. Combat Begins

Both Sabretooth Penguins have 5 health (see Characters/Character Generation Example.)

3. Modre's First Turn

Because Modre has initiative, the first turn is his.

Modre does an outreaching attack, which has an attack power of 6 and a +7 to his combat roll. Modre's player rolls a 1, so that his total combat roll is 8. (Because his powerful attack was an outreaching attack, Modre also now gets a +2 defensive bonus against anyone with shorter reach than him until his next turn.)

The Clone's player rolls a 6, for a total (unarmed) combat roll of 10. Modre's 8 is less than the Clone's 10, so Modre's attack misses.

At the end of Modre's turn he can recover one stun, but he has no stun yet.

4. The Clone's First Turn

Now the Clone has initiative because his player is next in the circle.

The Clone launches a combo attack. The Clone's speed is two, but he's using two sets of claws (which count as multiple weapons), so he gets to attempt 3 quick attacks in his combo. The power of each of these quick attacks is 2, and each has a +4 combat roll bonus.

Modre defends using his Ice Blade, so he gets a +7 to defend against each attack in the Clone's combo, plus the extra +2 he has from having just done an outreaching attack (for a total of +9.)

  • On the first attack in the combo, the Clone rolls a 6, for a total of 10, while Modre rolls a 1, for a total of 10. Because the rolls are the same, the attack barely grazes Modre and has no power, causing no damage or stun.
  • On the second attack in the combo, the Clone again rolls a 6, for a total of 10, while Modre again rolls a 1, for a total of 10. Again, because the rolls are the same, the attack has no power.
  • On the third attack in the combo, the clone rolls a 4, for a total of 8. Modre rolls a 2, for a total of 9. Because 9 is higher than 8, the clone's third attack misses.

At the end of the clone's turn he can recover one stun, but he has no stun yet.

5. Modre's Second Turn

It is Modre's turn again, and the beginning of the second combat round. Modre decides to wait and counter attack. If he had any stun he would recover it now, but he doesn't.

6. The Clone's Second Turn

The clone decides to do a flanking attack to Modre, giving the clone an extra +1 to his usual +4 combat bonus for a total of +5. The clone rolls a 5, for a total combat roll of 10.

Modre's response is a counter attack with an attack power of 3 and combat bonus of +7. He rolls a 4 (for a total of 11.) Because Modre's combat roll is higher, Modre's counter attack is successful instead of the Clone's attack, even though it's the clone's turn. The Clone has no armor with absorption to reduce the attack's power. Because Modre's success level (1) is less than his Ice Blade's sharpness (2) the the clone takes 3 stun instead of 3 damage.

The Clone recovers one point of stun at the end of his turn, so his stun is now 2.

7. Modre's Third Turn

Modre decides to follow up his attack with a combo. He can only use the ice blade twice in the combo because his speed is 2, but he can also use his teeth or the claw he isn't using to hold the ice blade as a secondary weapon for a third attack.

  • For his first attack with the ice blade, Modre rolls a 3, for a total combat roll of 10. The clone rolls 1, for a total combat roll of 5. Modre's success level (5) is higher than his weapon's sharpness (2), so the attack does 3 damage. The Clone is now incapacitated and falling down because the Clone's damage (3) plus stun (2) is equal to the Clone's health (5).
  • Modre continues to press the attack to keep the clone from recovering and getting back up. For his second ice blade attack he rolls a 2 for a total combat roll of 9. The clone rolls a 4 for a total combat roll of 9. Modre's attack is only half successful with no power.
  • Modre has one last attack with his other claw. He rolls a 1 for a total combat roll of 8, but the Clone rolls 2 again for a total combat roll of 9. Modre's final attack in this combo misses.

Modre does not have any stun, so he does not recover any at the end of his turn.

8. The Clone's Third Turn

The Clone is incapacitated at the beginning of his turn because the Clone's stun (2) plus damage (3) is 5, which is equal to his health (5). The Clone recovers one stun at the end of his turn, so the Clone's stun is now 1.

9. Fourth round and beyond

The players continue taking turns controlling their characters in the same order until one side gives up or is unable to fight back even after recovering stun. Modre is intent on destroying the Clone so the fight will only end when the clone's damage is greater than or equal to the Clone's health.