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

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(Stance and Position)
(Stance and Position)
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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 strategic attack while aiming or grappling.
 
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 strategic 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 +4 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. When a character does the ''instant stand'' action, he has a defense bonus until his next turn.
  
;On the Ground: While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -2 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+4 to avoid a missile weapon, even without cover, unless the attack comes from above.) Evasion, powerful, strategic and cautious attacks cannot be done from the ground. '''Dropping''' to the ground is a quick action.
+
;On the Ground: While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -5 to all striking attack rolls and defense against striking) but they are harder to hit with missile weapons (+5 defense against missile weapon attacks, even without cover, unless the attack comes from above.) Powerful, strategic and cautious attacks cannot be done from the ground.
  
;Aiming while Standing: When a character aims a missile weapon they have a +4 to hit.
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;Aiming while Standing: When a character aims a missile weapon they have a +5 to hit.
  
;Aiming on the Ground: When a character aims from a sitting or prone position they have a +4 to hit plus the penalties for being on the ground: they move more slowly (half movement, -2 to all hand to hand combat rolls except for grappling) but they are harder to hit with missile weapons (+4 to avoid a missile weapon, even without cover, unless the attack comes from above.)
+
;Aiming on the Ground: When a character aims from a sitting or prone position they have a +5 to hit plus the penalties for being on the ground: they move more slowly (half movement, -5 to defense against striking) but they are harder to hit with missile weapons (+5 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 -2 to all combat rolls.
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;Clinch: When a character is grappling and standing up, but does not have the dominant position, they have a -5 to all attack rolls and -5 defense against all attacks.
  
;Ground Fighting: When a character is grappling on the ground, and does not have the dominant position, they have a -2 to all combat rolls against characters they are grappling with, a +2 against other characters missile weapon attacks, and -4 to combat rolls involving other characters.
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;Ground Fighting: When a character is grappling on the ground, and does not have the dominant position, they have a +5 defense against missile weapon attacks, -5 to defense against other attacks, and -5 to all attack rolls.
  
;Dominant Position (Standing): +2 modifier to combat rolls against the character in the inferior position-2 to all other combat rolls.
+
;Dominant Position (Standing): When a character in a clinch (grappling while standing) has the dominant position, he has a +5 bonus to attack rolls and defense against the character in the inferior position, and -5 to all other combat rolls.
  
;Dominant Position (on the Ground): +2 modifier to combat rolls against the character in the inferior position. -2 to combat rolls involving other characters you are grappling with simultaneously, +2 against other characters missile weapon attacks, and -4 to most other combat rolls.
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;Dominant Position (on the Ground): When a character has the dominant position while grappling on the ground, he has a +5 modifier to attack rolls and defense against the character in the inferior position, +5 against missile weapon attacks, and -5 to other attack rolls and defense against other attacks.
  
;Evading and Special Attacks: The evade action and cautious 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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;Resting, Instant Stand and Special Attacks: The rest action, cautious attacks and instant stand give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. Cautious attacks cannot be done on the ground. (See [[Mano a Mano:Actions|Action/Actions]] and [[Mano a Mano:Attacking|Action/Attacking]].)
  
 
{|
 
{|
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! !! valign="top" align="left" | Default  
 
! !! valign="top" align="left" | Default  
 
| || valign="top" | no modifiers
 
| || valign="top" | no modifiers
| || valign="top" | +4 defense vs. missiles<br/>-2 hand to hand
+
| || valign="top" | +5 defense vs. missiles<b r/>-5 striking attack and defense
 
|-
 
|-
 
| || height="5" | || || || ||
 
| || height="5" | || || || ||
 
|-
 
|-
 
! !! valign="top" align="left" | Aiming
 
! !! valign="top" align="left" | Aiming
| || valign="top" | +4 to hit
+
| || valign="top" | +5 to hit
| || valign="top" | +4 to hit<br />+4 defense vs. missiles<br/>-2 hand to hand
+
| || valign="top" | +5 to hit<br />+5 defense vs. missiles<br />-5 striking defense
 
|-
 
|-
 
| || height="5" | || || || ||
 
| || height="5" | || || || ||
 
|-
 
|-
 
! !! valign="top" align="left" | Grappling
 
! !! valign="top" align="left" | Grappling
| || valign="top" | -2 to all rolls
+
| || valign="top" | -5 to all rolls
| || valign="top" | -2 vs. other grapplers<br/>-4 vs. non-grapplers<br/>+2 defense vs. missiles
+
| || valign="top" | -5 attack<br />-5 hand to hand defense
 
|-
 
|-
 
| || height="5" | || || || ||
 
| || height="5" | || || || ||
 
|-
 
|-
 
! !! valign="top" align="left" | Dominant
 
! !! valign="top" align="left" | Dominant
| || valign="top" | +2 vs. inferior<br/>-2 vs. others
+
| || valign="top" | +5 vs. inferior<br />-5 vs. others
| || valign="top" | +2 vs. inferior<br/>-2 vs. other grapplers<br/>-4 vs. non-grapplers<br/>+2 defense vs. missiles
+
| || valign="top" | +5 vs. inferior<br />-5 attack vs. others<br />-5 hand to hand defense vs. others
 
|-
 
|-
 
| || height="5" | || || || ||
 
| || height="5" | || || || ||
 
|-
 
|-
 
! !! valign="top" align="left" | Strategic
 
! !! valign="top" align="left" | Strategic
| || valign="top" | +2 to hit
+
| || valign="top" | +5 to hit
 
| || valign="top" | n/a
 
| || valign="top" | n/a
 
|-
 
|-
 
! !! valign="top" align="left" | Cautious
 
! !! valign="top" align="left" | Cautious
| || valign="top" | +2 defense
+
| || valign="top" | +5 defense
 
| || valign="top" | n/a
 
| || valign="top" | n/a
 
|-
 
|-
! !! valign="top" align="left" | Evading
+
! !! valign="top" align="left" | Resting
| || valign="top" | +4 defense
+
| || valign="top" | +5 defense
| || valign="top" | n/a
+
| || valign="top" | +5 defense
 
|}
 
|}

Revision as of 12:14, 22 July 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 strategic 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. When a character does the instant stand action, he has a defense bonus until his next turn.
On the Ground
While a character is crouching, crawling, sitting, or lying on the ground, they move more slowly (half movement, -5 to all striking attack rolls and defense against striking) but they are harder to hit with missile weapons (+5 defense against missile weapon attacks, even without cover, unless the attack comes from above.) Powerful, strategic and cautious attacks cannot be done from the ground.
Aiming while Standing
When a character aims a missile weapon they have a +5 to hit.
Aiming on the Ground
When a character aims from a sitting or prone position they have a +5 to hit plus the penalties for being on the ground: they move more slowly (half movement, -5 to defense against striking) but they are harder to hit with missile weapons (+5 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 -5 to all attack rolls and -5 defense against all attacks.
Ground Fighting
When a character is grappling on the ground, and does not have the dominant position, they have a +5 defense against missile weapon attacks, -5 to defense against other attacks, and -5 to all attack rolls.
Dominant Position (Standing)
When a character in a clinch (grappling while standing) has the dominant position, he has a +5 bonus to attack rolls and defense against the character in the inferior position, and -5 to all other combat rolls.
Dominant Position (on the Ground)
When a character has the dominant position while grappling on the ground, he has a +5 modifier to attack rolls and defense against the character in the inferior position, +5 against missile weapon attacks, and -5 to other attack rolls and defense against other attacks.
Resting, Instant Stand and Special Attacks
The rest action, cautious attacks and instant stand give a defense bonus until the end of the character's next turn, and strategic attacks have an attack bonus. Cautious attacks cannot be done on the ground. (See Action/Actions and Action/Attacking.)
Standing On the Ground
Default no modifiers +5 defense vs. missiles-5 striking attack and defense
Aiming +5 to hit +5 to hit
+5 defense vs. missiles
-5 striking defense
Grappling -5 to all rolls -5 attack
-5 hand to hand defense
Dominant +5 vs. inferior
-5 vs. others
+5 vs. inferior
-5 attack vs. others
-5 hand to hand defense vs. others
Strategic +5 to hit n/a
Cautious +5 defense n/a
Resting +5 defense +5 defense