Dungeons&D6:Mechanics

From RPGnet
Revision as of 15:39, 19 February 2014 by 75.23.250.92 (talk)
Jump to: navigation, search

Main Page

Overview

Combat ensues whenever it has been determined that an encounter is turning hostile. Combat is adjudicated in combat Rounds. Each Round is the time necessary for both sides to maneuver, posture, adjust, and exchange blows. As such, there is no predetermined length of time for a Round. It could be as short as several seconds and as a long as a minute. During each Round, both sides will get a chance to do damage to the other. If it is determined that the combat will continue after a Round of combat, then another Round will begin at that point.

Combat Round Sequence

1. Each side rolls a die. The side with the higher roll elects to either move first (Mover) or move second (Counter-mover). 2. The Mover moves all units that wish to move during combat. Any pass-through or split-move missile attacks are resolved at this point. 3. The Counter-mover moves all their units now. Any pass-through or split-move attacks are resolved at this point. Units may not fire if they fired in 2. 4. Missile fire is taken for any units that desire and did not fire in 2. or 3. 5. Combat magic is resolved. 6. Melee attacks are resolved. 7. Missile fire is resolved for any units able to take a second shot during the round are resolved. 8. Morale is checked.

Repeat steps 1. through 8. until the combat is decided.