Flamepunk: Social Combat

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Flamepunk:Main Page -> Flamepunk: Social Combat


Overview of Social Combat

This section describes rules for social conflict.

When to use Social Combat

Social Combat Goals: "Defeat Conditions"

Relenting to Persuasion

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

System Permutations

Preparing an Argument



No Stacking Defences



Special Effects and Non-damaging attacks

... Examples:



Social Mercy



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