Latest revision |
Your text |
Line 20: |
Line 20: |
| | | |
| [[File:Kintargo-map.jpg | 300px | ]] [[File:Kintargo Isometric Smaller.png | 300px | Isometric skyline for Kintargo. The monsters are merely decorative.]] [[File:Florence-skyline.jpg | 300px | Real-world Florence. You can see the visual influence on the fictional city.]] | | [[File:Kintargo-map.jpg | 300px | ]] [[File:Kintargo Isometric Smaller.png | 300px | Isometric skyline for Kintargo. The monsters are merely decorative.]] [[File:Florence-skyline.jpg | 300px | Real-world Florence. You can see the visual influence on the fictional city.]] |
− |
| |
− | = Rules of Combat =
| |
− |
| |
− | == Visual Aids ==
| |
− |
| |
− | I'm going to use Google Draw documents with edit access for players as battlemaps. These are the ones we have so far:
| |
− |
| |
− | [https://docs.google.com/drawings/d/1PPvBBmsqy0PIDLEvZYjtpKzLXj_UAuuoZrlv_nTIEAU/edit Aria Park Riot]
| |
− |
| |
− | [https://docs.google.com/drawings/d/1PJtFY1BL7KSENLLtpNLgu1DI5wwwhxBU0C2z_jdlvlo/edit Fair Fortune Livery]
| |
− |
| |
− | There is also a combat tracker spreadsheet that will always contain the status for our current fight.
| |
− |
| |
− | https://docs.google.com/spreadsheets/d/1jdaVHZIxMhAts2SWKm9iCmBaKFDtgFrAPMEJcwks0JY/edit?usp=sharing
| |
− |
| |
− | == Initiative ==
| |
− |
| |
− | We're using an alternate initiative system in this game. This is the "Popcorn Initiative" system seen in Lancer and a few other games. I feel it allows for a smoother flow in a PBP.
| |
− |
| |
− | 1. When a combat starts, a PC (any PC) always goes first.
| |
− |
| |
− | 2. After that, enemies and PCs take alternate turns until one side runs out of people.
| |
− |
| |
− | 3. The remaining people on the other side act in sequence.
| |
− |
| |
− | 4. If the last character to act in the previous round was a PC, an enemy acts first this round. If it was an enemy, a PC acts first.
| |
− |
| |
− | 5. Repeat steps 2-4 until the fight is over.
| |
− |
| |
− | "The Fight is Over" doesn't necessarily means "all enemies (or PCs) are dead" - combats can and will have objectives that are different from that.
| |
− |
| |
− | == Attacking and Defending ==
| |
− |
| |
− | GURPS uses active defenses whose options involve a lot of player choices, so we need to take some care to handle it in PBP.
| |
− |
| |
− | When you attack, describe how you do so. Make sure to include the necessary game info either as part of your narration or as part of an OOC block: who you're attacking, whether it's a swinging or thrusting attack, and if you're targetting a specific hit location. Include your attack and damage rolls in your post.
| |
− |
| |
− | The target of your attack then gets to make an immediate post with their defense rolls, as well as any necessary "knockdown and stunning" rolls if they get hit. They describe the effects of the blow based on those rolls.
| |
− |
| |
− | If you're being attacked, it works the same but in reverse. Alternatively, you can specify a standard defensive tactic for your character (like "Parry the first attack, Dodge the others with a retreat") and I'll handle the rolls and their effects on the enemy action post.
| |
| | | |
| = Dungeon Fantasy Reference Material = | | = Dungeon Fantasy Reference Material = |