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.
  
;Strategic Attack: A strategic attack is a powerful action which adds +1 to the modifier of an attack roll, and if successful delivers a half-power strike. You may not do a strategic attack while grappling.  Examples of strategic attacks include carefully aimed attacks, attacks which are accompanied by feints, and attacks that use footwork or flanking to maneuver around the defenses of the opponent.
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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.
  
;Powerful Attack: A hand to hand attack that has more attack power. (See [[Mano a Mano:Damage|Action/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 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.
  
;Outreaching Attack: A hand to hand attack which gives a passive defense bonus like the Evasion quick action against all characters with less reachThis attack can only be used against characters with less reach, and cannot be used while grappling or on the ground. The advantage of outreaching with a hand weapon is that it uses the character's full power with the weapon instead of half power. (See [[Mano a Mano:Damage|Action/Damage]].)
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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 blindTotal 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.
  
;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. (See [[Mano a Mano:Damage|Action/Damage]].)
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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 is a quick action.
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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.
 
 
;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.  When a character is attacked with a missile weapon they use their agility instead of a combat modifier for their defense roll. (See [[Mano a Mano:Inventory Management|Character Development/Inventory Management]] for more about the relationship of combat modifer and agility to hand weapons and missile weapons.)
 

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.