Difference between revisions of "Mano a Mano:Stance and Position"

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(Stance and Position)
(Stance and Position)
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;Standing: This is the position where characters are ready to do most actions, but they are also fully exposed to missile weapon attacks such as thrown weapons, slings, bows and guns. While standing a character can move at normal speed and have no special modifiers from this position. '''Standing up''' is a quick action. '''Instant Stand''' is a powerful action which includes standing up and gives the character a +2 defense bonus if they make an agility + acrobatics vs. 0 difficulty roll. (If a character's agility + acrobatics is greater than 5 success is automatic.) If the roll fails the character stands without the defense bonus.
 
;Standing: This is the position where characters are ready to do most actions, but they are also fully exposed to missile weapon attacks such as thrown weapons, slings, bows and guns. While standing a character can move at normal speed and have no special modifiers from this position. '''Standing up''' is a quick action. '''Instant Stand''' is a powerful action which includes standing up and gives the character a +2 defense bonus if they make an agility + acrobatics vs. 0 difficulty roll. (If a character's agility + acrobatics is greater than 5 success is automatic.) If the roll fails the character stands without the defense bonus.
  
;On the Ground: While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -1 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+2 to avoid a missile weapon, even without cover, unless the attack comes from above.) '''Dropping''' to the ground is a quick action.
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;On the Ground: While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -1 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+2 to avoid a missile weapon, even without cover, unless the attack comes from above.) Evasion, powerful, strategic, cautious and outreaching attacks cannot be done from the ground. '''Dropping''' to the ground is a quick action.
  
 
;Aiming while Standing: When a character aims a missile weapon they have a +2 to hit.
 
;Aiming while Standing: When a character aims a missile weapon they have a +2 to hit.
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;Dominant Position (on the Ground): +1 modifier to combat rolls against the character in the inferior position. -1 to combat rolls involving other characters you are grappling with simultaneously, +1 against other characters missile weapon attacks, and -2 to most other combat rolls.
 
;Dominant Position (on the Ground): +1 modifier to combat rolls against the character in the inferior position. -1 to combat rolls involving other characters you are grappling with simultaneously, +1 against other characters missile weapon attacks, and -2 to most other combat rolls.
  
;Evasion and Special Attacks: evasion and cautious and outreaching attacks give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. (See [[Mano a Mano:Actions|Action/Actions]] and [[Mano a Mano:Attacking|Action/Attacking]].)
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;Evasion and Special Attacks: evasion and cautious and outreaching attacks give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. None of these can be done on the ground. (See [[Mano a Mano:Actions|Action/Actions]] and [[Mano a Mano:Attacking|Action/Attacking]].)
  
 
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Revision as of 01:54, 19 January 2008

Stance and Position

To simplify keeping track of success roll modifiers, there are only 10 different actions and positions to be aware of. A character can only be in one of these positions at a time. For example, a character cannot do a flanking attack while aiming or grappling.

Standing
This is the position where characters are ready to do most actions, but they are also fully exposed to missile weapon attacks such as thrown weapons, slings, bows and guns. While standing a character can move at normal speed and have no special modifiers from this position. Standing up is a quick action. Instant Stand is a powerful action which includes standing up and gives the character a +2 defense bonus if they make an agility + acrobatics vs. 0 difficulty roll. (If a character's agility + acrobatics is greater than 5 success is automatic.) If the roll fails the character stands without the defense bonus.
On the Ground
While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -1 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+2 to avoid a missile weapon, even without cover, unless the attack comes from above.) Evasion, powerful, strategic, cautious and outreaching attacks cannot be done from the ground. Dropping to the ground is a quick action.
Aiming while Standing
When a character aims a missile weapon they have a +2 to hit.
Aiming on the Ground
When a character aims from a sitting or prone position they have a +2 to hit plus the penalties for being on the ground: they move more slowly (half movement, -1 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+2 to avoid a missile weapon, even without cover, unless the attack comes from above.)
Clinch
When a character is grappling and standing up, but does not have the dominant position, they have a -1 to all combat rolls.
Ground Fighting
When a character is grappling on the ground, and does not have the dominant position, they have a -1 to all combat rolls against characters they are grappling with, a +1 against other characters missile weapon attacks, and -2 to combat rolls involving other characters.
Dominant Position (Standing)
+1 modifier to combat rolls against the character in the inferior position. -1 to all other combat rolls.
Dominant Position (on the Ground)
+1 modifier to combat rolls against the character in the inferior position. -1 to combat rolls involving other characters you are grappling with simultaneously, +1 against other characters missile weapon attacks, and -2 to most other combat rolls.
Evasion and Special Attacks
evasion and cautious and outreaching attacks give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. None of these can be done on the ground. (See Action/Actions and Action/Attacking.)
Standing On the Ground
Default no modifiers +2 defense vs. missiles
-1 hand to hand
Aiming +2 to hit +2 to hit
+2 defense vs. missiles
-1 hand to hand
Grappling -1 to all rolls -1 vs. other grapplers
-2 vs. non-grapplers
+1 defense vs. missiles
Dominant +1 vs. inferior
-1 vs. others
+1 vs. inferior
-1 vs. other grapplers
-2 vs. non-grapplers
+1 defense vs. missiles
Strategic Attack +1 to hit n/a
Cautious Attack +1 defense n/a
Outreaching Attack +2 defense n/a
Evasion +2 defense n/a