Difference between revisions of "Flamepunk: Social Combat"
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Revision as of 08:27, 16 January 2008
Flamepunk:Main Page -> Flamepunk: Social Combat
Contents
Overview of Social Combat
This section describes rules for social conflict.
When to use Social Combat
Social Combat Goals: "Defeat Conditions"
Roleplaying and Social Combat
Relenting: Voluntary Defeat
Initiative and Combat Rounds
Time and Combat
Order of Action
The same rules for determining initiative are used in social combat as for physical combat:
- Actions are declared then immediately resolved when it is a character's turn.
- The character with the most dice left in his action dice pool acts next.
- If action dice pools are drawn, then players act before non player characters.
- If players are drawn in action dice pool, then they can decide who goes first.
- If the above factors do not tell you who goes next, the GM arbitrarily decides, taking into account drama and expediency.
A character can choose not to act when his turn comes round by "setting aside" one or more dice. These set aside dice cannot be used for the rest of the round, but are returned to the player's dice pool at the end of the round.
Ending the Round
Once all characters in the combat have no dice left in their action pool, the round ends.
Each character moves all set aside dice back into their action dice pool, then recharges a number of action dice equal to half their Focus rounded up.
For player characters this will generally be three action dice.
A player's action dice pool cannot exceed their Focus from this.
Attack Rolls, Defences, Damage
Attack Rolls
Defences
Damage
"Out of Action" in relation to social combat
System Permutations
Preparing an Argument
No Stacking Defences
Special Effects and Non-damaging attacks
... Examples:
Social Mercy