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;Charging Attack: If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack.
 
;Charging Attack: If a character travels more than 5 meters in a straight line before attacking, all in a single turn, the distance traveled (in meters) minus 5 is added to the power of the attack.
  
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;Readying Weapons: Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location is a quick action.
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;Readying weapons: Unless surprised, characters will usually draw their weapons before the beginning of combat. If they have to ready the weapon during an action round, drawing the weapon from it's sheath, holster, scabbard, belt, or other convenient location is a quick action.
  
 
;Attacking from a Distance: The difficulty of hitting a target depends on distance and the weapon's range. The difficulty of hitting the target increases by 1 for every 5% of the weapon's maximum range between the attacker and the target. 5% of the maximum range can be found by multiplying the maximum range by 0.05 or dividing the maximum range by 20. For example, if a weapon has 140 m range, then the difficulty of hitting targets with the weapon increases by 1 for every 7 m between the attacker and the target (140 / 20 = 7). The difficulty of hitting a target less than 7 m away would not be affected. The difficulty of hitting a target 7 to 13 m away would be increased by 1  (14 = 7 × 1), The difficulty of hitting a target 14 to 20 m away would be increased by 2 (14 = 7 × 2), The difficulty of hitting a target 70 to 76 m away would be increased by 10 (70 = 7 × 10), and so forth.
 
;Attacking from a Distance: The difficulty of hitting a target depends on distance and the weapon's range. The difficulty of hitting the target increases by 1 for every 5% of the weapon's maximum range between the attacker and the target. 5% of the maximum range can be found by multiplying the maximum range by 0.05 or dividing the maximum range by 20. For example, if a weapon has 140 m range, then the difficulty of hitting targets with the weapon increases by 1 for every 7 m between the attacker and the target (140 / 20 = 7). The difficulty of hitting a target less than 7 m away would not be affected. The difficulty of hitting a target 7 to 13 m away would be increased by 1  (14 = 7 × 1), The difficulty of hitting a target 14 to 20 m away would be increased by 2 (14 = 7 × 2), The difficulty of hitting a target 70 to 76 m away would be increased by 10 (70 = 7 × 10), and so forth.
  
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;Attacking in the Dark: A lack of sufficient lighting can add to the difficulty of an attack if the attacker is not blind.  Total darkness can increase the difficulty by +3 for a grappling attack, +4 for a striking attack and +5 for an attack from a distance. Very dim light rather than total darkness only increases the difficulty of grappling attacks by +1, striking attacks by +2 and attacks from a distance by +3.
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;Attacking in the dark: A lack of sufficient lighting can add to the diffuculty of an attack, if the character is not blind.  Total darkness can give up to a +3 against a grappling attack, a +4 against a striking attack and a +5 against attacking from a distance.  
  
 
;Random Damage (Optional Rule): Double power attacks only have double power if the attack roll is 13 or better before adding modifiers. If the attack roll is 12 or less before adding modifiers, the attack has normal power instead of double power.
 
;Random Damage (Optional Rule): Double power attacks only have double power if the attack roll is 13 or better before adding modifiers. If the attack roll is 12 or less before adding modifiers, the attack has normal power instead of double power.
  
 
;Critical Hit (Optional Rule): When an attack is automatically successful, increase the power of the attack by the weapon's power. In other words normal attacks have double power when they are automatically successful and double damage attacks have three times normal power when they are automatically successful.
 
;Critical Hit (Optional Rule): When an attack is automatically successful, increase the power of the attack by the weapon's power. In other words normal attacks have double power when they are automatically successful and double damage attacks have three times normal power when they are automatically successful.

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