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| Vexar | June 12 2009, 11:55 AM |
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Combat The first thing we need to understand in combat is range, and movement. This diagram represents you. The circles around you represent your personal space, your 'bubble'. This bubble is always the same, always around you. Enemies move in and out of it, just like you move in and out of others' bubbles. Simple enough, right? No need to worry about maps, or measurements. It's as simple as, you have yourself and a weapon. If your weapon can reach what is in front of you, you can try to hit it. Anything beyond your bubble is out of reach, anything behind you cannot be targeted. So, you can only fight what is in front of you and within range of you. Not to mention, your weapon has to be able to reach the distance of your target. Since you can only target what is in front of you, just try to remember these simple explanations for range: Far Range: This is beyond melee combat so only ranged attacks can be made. Mid Range: This is within both ranged and melee attack ranges, as long as you have a weapon that reaches into mid range. Close Range: Regardless of your weapon, all attacks here use melee stats. With that understanding of relative range. Let's go over how you can move in combat, and what you can do.. Combat Actions On your turn you have a total of three actions you can make; one major action (attack), another major action (move), and one minor action. You are able to trade off major actions for minor actions, but you can never trade minor actions for major actions. Major Actions Attacking: Making an attack on your turn is considered a major action. You can only attack once per turn, unless you have an ability that states otherwise. Movement: You may move one range by using movement as your major action. You can move as long as you have a major action to spend. You can also trade off your major attack action to make an extra move action. (Never visa versa though.) Pass Opponent Far Range: You can try to get behind your opponent in far range by spending two major actions. This does not provoke a counter attack. Pass Opponent Mid Range: You can try to get behind your opponent in mid range by spending one major action. Doing this will provoke an immediate counter attack. They get to roll to hit you, if they hit you, you do not get past them. Draw Weapon: To ready your weapon you must use a Major action. Minor Actions Pass Opponent Close Range: You can spend your minor action to slip behind your opponent in close range. Just like Mid Range passing, they get to counter attack immediately. If they hit, you don't pass. Reload: To reload a weapon you must use a minor action. Now that you have an understanding of range and combat. We can go over the actual combat itself! Hitting and Damage Basically, to hit your opponent, you must roll a twenty sided dice (a 1d20). Your target number is their Defense score, their D. Of course, it isn't as random as that. You have quite a few numbers you can add to make your hitting 'accurate'. Let's go over the basics first. To hit with a ranged weapon, you must have a weapon that reaches where they are. You would roll a 1d20 + Ranged (Ranged Attack Power). To hit with a melee attack, you must be able to reach your opponent. You would roll a 1d20 + Melee (Melee Attack Power). If you hit your opponent you would take away 1 HP. HP is how many times you, or your opponents, can be hit before falling unconscious, and being killed. If you ever roll a natural twenty on the dice, you are allowed to make a fatal strike. This means if you ever roll exactly 20 on the 1d20, without adding any bonuses to it (the dice itself must say 20) you roll another 1d20. If you roll 19 or 20 on that second roll you instantly kill your foe (Or reduce a player to 0 HP). As this would be a fatal strike. (A blow to the head, neck, spine, etc...) If you do not roll a 19 or 20, you deal double the damage you would normally deal. That means, if you would only hit for 1 HP you instead hit for 2 HP. If you had a weapon or ability that allowed you to hit for 2 HP or more you would double that damage, in this case deal 4 HP of damage. Hitting your Opponent from behind As you saw earlier, you are able to try to get behind your opponent. If you try to get behind them at mid or close range, they get to roll for a counter attack. If they miss, you get behind them, if not, you are stuck in close range of them. When you do make it behind them, you are only attacking their D + their armor. Their mind will no longer apply to their D. So this make it MUCH easier to hit them. Let's say they had a D of 18 (10 + 2 armor + 6 body) This means you would only aim for a roll of 12 or more if you are behind them. Death and Dying If you are ever brought to 0 HP you are knocked out and dying. When you are knocked out, you can only do one thing on your turn, and that is prevent death. You have three tries to prevent death. To prevent death you must roll a 1d20 and get a 15 or higher. If you fail all three times your character dies. The rules for coming back to life after you have died are explained later. If you ever bring a NPC (non player character) or Monster to 0 HP they are killed, unless you state you are only knocking them out. The reason for this rule is for flavor. Meaning, those of you who like to role play with alignments like good or lawful. You would rather incapacitate your opponents than kill them. This also helps if you have to interrogate someone later. Players can also assist you in preventing your death. In order for another player to assist you, they must give up all of their major actions to aid you. Then they are able to add their total Soul Score to your preventing death roll. They do not make the roll for you, they simply offer their power to help you. |
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