Difference between revisions of "Flamepunk: Combat and Conflict"

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(Initiative and Combat Rounds)
(Time and Combat)
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==Initiative and Combat Rounds==
 
==Initiative and Combat Rounds==
 
===Time and Combat===
 
===Time and Combat===
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A combat round lasts two to three seconds, during which each character may choose to take one or more actions.
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This is something of an abstraction for the sake of gameplay, and a rough guideline rather than an absolute. In an epeeist's fencing match, for example, 2-3 seconds is a damn long time, whereas in a boxing match it's barely anything. GMs and players are encouraged to be a little flexible with how the combat round is perceived.
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===Order of Action===
 
===Order of Action===
 
===Ending the Round===
 
===Ending the Round===

Revision as of 09:42, 15 January 2008

Flamepunk:Main Page -> Flamepunk: Combat and Conflict


Overview of Combat and Conflict

This section describes the rules for physical combat.

Initiative and Combat Rounds

Time and Combat

A combat round lasts two to three seconds, during which each character may choose to take one or more actions.

This is something of an abstraction for the sake of gameplay, and a rough guideline rather than an absolute. In an epeeist's fencing match, for example, 2-3 seconds is a damn long time, whereas in a boxing match it's barely anything. GMs and players are encouraged to be a little flexible with how the combat round is perceived.

Order of Action

Ending the Round

Attack Rolls, Defences, Damage

Attack Rolls

Defences

Damage

Tactical Positioning

The Cinematic Approach

Movement

Range

System Permutations

Aiming

Stacking Defences

Damage Special Effects

Fighting to Subdue

Non-injuring attacks