RuneQuest 2.5 Combat

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- Main Page; The Prax Adventure

Statement of Intent

For every combat round write a statement of intent and post it in the OOC thread. This statement should include any Actions your character will take and your character's general goal for the round. It should be done without regard to statements of what other characters will be doing that round. If there is a conflict, due to the fog of war, I will resolve it in the most common sense way that I can and post a summation of the rounds results.

If possible, write a statement from which I can extrapolate for several rounds of combat. Fill free to insert if/then type statements and I'll do my best to follow your logic.

Actions

All actions are resolved in SR (Strike Rank) Order. There are 10 SR's per combat round.

  • 1. Movement: characters may move 3 meters per SR during combat. In general, I will state how many rounds it will take to close with someone rather than getting in detail. Once melee is initiated, I will generally just inform you how long it will take to move where you want. Every 3 meters of movement, or fraction thereof, will simply delay other actions to later SR's in the round. Any actions that would go beyond SR 10 simply won't be performed that round.


  • 2. Non-Combat Action: most actions require 3 SR, such as drawing a weapon, notching an arrow, or similar. More involved tasks may require additional time to perform.


  • 3. Missile Attacks: missile attacks occur at DEX SR. It will require 3 SR to reload the weapon and then an addition DEX SR to loose another missile. For example, a character with a DEX SR of 2, will loose a notched arrow at SR 2 of the round, will have another arrow notched at SR 5, will loose it again at SR 7, and will be able to notch another arrow at SR 10 to be ready to do the same the next round. Characters may not split actions between two rounds. A character who looses at SR 8 of one round, will have to wait until the next round to notch another arrow since there are not a full 3 SR left in this round to do so.
  • 4. Melee Attacks: melee attacks occur at DEX SR + SIZ SR + Weapon SR. If a long weapon gives sufficient advantage, as ruled by the GM, then on the first round of combat it will strike first, regardless of relative SR's. (In most cases, the short weapon wielder may choose to attack the opponents weapon at the normal SR.) If a character has a 100%+ ability with a weapon, the player may choose to split the skill in half and attack two opponents. Each attack must be at 50%+ but they do not have to be split evenly. (For example, a character with 120% sword skill, may split it as 70% against one opponent and 50% against another.) Similarly, 100%+ parry or dodge skills may be split.
  • 5. Magic: magic
    • Initial Order of Attacks: upon engagement, the warrior with the longest weapon will always attack first (lowest to highest SR of weapons), on the DEX rank of the fastest combatant. The GM has final authority if weapons have the same SR or in special circumstances.
    • Subsequent Order of Attacks:
      • Equal Weapon Lengths: if weapons are within 1 SR of each other, subsequent attacks are resolved in DEX rank order.
      • At Distance: if weapons are 2+ SR different, the longer weapon wielder will go first so long as the shorter weapon wielder is force to stay at distance.
      • Keeping at Distance: a declaration of intent and a successful attack roll, regardless of successful parry, keeps a shorter weapon wielder at distance, though does no damage on a normal success. (Higher levels of success for either party are decided on a case-by-case basis.) A higher success level of Dodge, declared ahead of time, will allow the shorter weapon user to force close combat.
      • Normal Attack: the longer weapon user may elect to attempt to do damage, resulting in a normal chance to do damage and to be parried. A higher level of defense success by the shorter weapon user allows them to force close combat for the next round.
      • Close Combat: attacks are resolved in strict DEX rank order. However, all attacks and parrys by the longer weapon user are difficult. A higher success level of dodge by the longer weapon user and forgoing attacks (declared ahead of time) results in a breaking of Close Combat.
    • Damage
      • Successful Hit: roll normal damage plus normal damage bonus.
      • Special Hit: depends on weapon as follows.
        • Impaling weapon: roll weapon damage twice and sum, then add normal damage bonus. Weapon is impaled into victim.
        • Slashing weapon: weapon does maximum damage plus normal damage bonus.
        • Crushing weapon: weapon does normal rolled damage plus either maximum damage bonus or roll one damage bonus higher, at choice of attacker.
        • Knockback: roll normal damage. All damage is applied as chance to knock defender from feet, unless the defender dodges. Additionally, defender rolls d% against CON. Every multiple of CON over CONx3 results in one round of stunned. A stunned character performs at DEX/2 and all skill rolls are difficult.
      • Critical Hit: Weapon does full affect of Special and in addition either ignores all armor for the location rolled or attacker chooses location for hit, though armor then applies.
    • Hit Location
      • Missile and Thrusting Weapons: use missile chart. This includes spears and short swords, if used as impaling weapons.
      • Swinging Weapons: use melee chart. This includes broad swords, maces, axes, etc.
      • Attacking while mounted: roll 1d10+10 for appropriate chart.
      • Partial Cover: roll normal hit location. If hit location rolled is covered, then attack is blocked.
    • Results of Damage
      • General Hit Points: all damage is only tracked via general hit points.
      • Hit Location: only applies if location sufficient damage done in one attack.
        • Threshold exceeded: location disabled. Target taking 1 hp of damage per round due to blood loss. CON rolls necessary to continue operating for Head, Chest, or Abdomen hits.
        • Threshold doubled: location disabled. Target taking 2 hp of damage per round due to blood loss. Character incapacitated.
        • Threshold tripled: location destroyed. Target taking 3 hp of damage per round due to blood loss. Character incapacitated.

- Main Page; The Prax Adventure