Difference between revisions of "Mano a Mano:Attacking"

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(Attacking)
(Attacking)
 
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==Attacking==  
 
==Attacking==  
  
;Quick Attack: A normal attack counts as one quick action.  A normal attack can be a strike with a hand weapon or natural weapon, throwing a weapon or firing a bow or gun.  
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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.
  
;Aimed Attack: An aimed attack has a +1 bonus to hit. You may not do an aimed attack while grappling.
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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.
  
;Flanking Attack: A flanking attack has a +1 bonus to hit. You may not do a flanking attack while grappling.
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;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.
  
;Powerful Attack: A hand to hand attack that does double damage. A couple of normal attacks has a better chance of hitting at least once, but a more powerful attack does damage quickly and hurts larger and armored characters more easily. You must be standing to do a powerful attack.
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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.
  
;Outreaching Attack: A hand to hand attack that does double damage. Outreaching additionally gives a passive defense bonus like the Evasion quick action against all characters with less reach.  This attack can only be used against characters with less reach, and cannot be used while grappling or on the ground.
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;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.
  
;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, this act usually requires the use of at least one hit point.
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;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.
 
 
;Loading weapons: Some weapons must be loaded before each attack, or reloaded after a certain number of uses. If the ammunition is in a convenient location (a quiver, pocket, pouch, bandoleer, etc.) it can be drawn from that location with a quick action. Then the ammunition can be loaded into a simple weapon like a sling or a bow with another quick action. More complex weapons may have more steps. For example, If you have to load a revolver one bullet at a time for example, each bullet loaded may be a quick action.
 
 
 
;Unloading weapons: Most weapons are designed to be loaded quickly, but unloading them can be trickier. Unloading a weapon is usually a quick action, but then you are either holding the ammunition or let it drop (your choice.) Putting away the ammunition you are holding requires an extra quick action - assuming that you have a single convenient place to put it. (If you have to load several rounds of ammunition into individual locations, each round of ammunition will take a separate quick action.)
 
 
 
;Attacking from a Distance: The difficulty of hitting a target depends on distance, weapon and target size.  A ranged weapon has a -1 attack modifier for every 10% of it's maximum range.  Agility bonus does not apply to combat bonuses for attacking with missile weapons. The defense against projectile weapon attack is the naked combat modifier (including agility.)
 

Latest revision as of 10:08, 26 December 2008

Attacking[edit]

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.
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 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.
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.