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#1
berelinde

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No RPG is entirely successful when it comes to making combat feel genuine without also making it complicated. It's just the way that it goes. The rules don't change as your characters advance in levels, so they will eventually become second nature, but for now, we're all struggling to come to grips with a new system.

 

With that in mind, I thought it might help to have a space to discuss our growing pains. We all seem to have the same questions.

 

 

Melee Combatants:

 

Like all tests, your attack roll is a combination of Ability Test, Ability Modifier, Focus, and opponent considerations (if any). You will have to check your weapon type to see whether you use Strength or Dexterity as the Ability in question. Heavy Blades and Axes use Strength, but Light Blades use Dexterity.

 

Attack = Ability Test(3d6) + Ability Modifier(-2 to 5) + Focus(+2)

 

Please note that your starting Weapon Groups (where it tells you to pick 2 or 3 from a list) is actually a Focus, and if you pick it, you get that focus without having to select it. It doesn't say that in the book, but that's an editorial fail. It's explained thoroughly in a module I own.

 

Success = You meet or beat your opponent's Defense, which I will tell you before combat begins.

Failure = You roll less than your opponent's Defense.

 

Damage = Weapon Damage(listed on page 42 of the Players' Guide) + Strength Modifier

 

Yes, you really do use Strength to determine damage even if your weapon group uses Dexterity for attack

 

Ranged Combatants (Bows and Arcane Lance):

 

Your attack roll is a combination of Ability Test, Ability Modifier, Focus, and opponent considerations (if any). Bows use Dexterity as the Ability and Arcane Lance uses Magic. As per melee combatants, your starting Weapon Groups are actually Focuses, and you apply that +2.

 

Attack = Ability Test (3d6) + Ability Modifier (-2 to 5) + Focus(+2)

 

Success = You meet or beat your opponent's Defense, which I will tell you before combat begins.

Failure = You roll less than your opponent's Defense.

 

Damage = Weapon Damage(Bows are listed on page 42, Arcane Lance is 1d6+Magic)

 

Bows add Perception as the modifier, so damage = weapon damage+perception.

 

Spells:

 

Spells are handled a little differently. They're still an Ability Test, but they will always use a Target Number to determine success, not an enemy's Defense. Target Number is stated in the spell description. It's usually 11 or 12.

 

Spell Test = Magic Test(3d6) + Magic(-2 to 5) + Focus(+2)

 

At first level, the only focuses your character will have are those awarded by background or class benefits. For example, if you chose Chirurgy as your starting talent, you get Cunning(Heal) for free.

 

Sometimes, opponents may attempt to evade or resist the spell. In this case, they are entitled to an opposition roll, performed by the GM. If the opposition roll succeeds, they will still take damage or suffer the initial effects of the spell, but they will not sustain lingering effects (they will not be paralyzed by Glyph of Paralysis or slowed by Winter's Grasp). The spell description will say whether or not there is an opposition roll.

 

If you are writing opponent reactions to your attack, you may write their initial reaction to the spell, and I will handle their reaction if they make or fail their opposition roll.

 

Spell Damage: Not all spells deal or heal damage, but the spell description will say what it is.

 

Please post any questions here. If you're asking, somebody else will have wanted to ask or will ask in the future at some point.



#2
berelinde

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Regarding damage, melee and ranged attacks (arcane lance included) are not considered penetrating damage, so you need to deduct the enemy's armor rating from the damage you do. In some cases, you will hit, but do no damage.

 

Spell damage, some kinds of creature damage (dragon fire), and certain environmental damage (natural lightning strike) are considered penetrating damage and they ignore armor.



#3
berelinde

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This is the table I'll use for determining attack sites. Player characters always choose the attack site (but players may elect to use the table anyway if they wish).

 

AttackSite_zps6a6fbf16.jpg  



#4
berelinde

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We're opening this thread up to some (moderated) Alternate Universe Player-vs-Player. Nothing that happens here will affect the main game. I'm thinking that it will be primarily individual sparring matches, but it could be pairs or teams or whatever strikes your fancy.

 

So, who's first? Any challenges?



#5
Mahumia

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*Cracks knuckles* Bartha's up for some sparring :) 



#6
berelinde

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Beldin's always game ;) Just say the word!

 

By the way, this is a (moderated) free-for-all, so if you want in, just pick a target and roll some dice. :)



#7
Mahumia

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Bring it on  :devil:



#8
berelinde

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Alright! Game on!

 

Beldin Initiative=10(1). Pretty sure Bartha can beat that.



#9
Mahumia

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Easy peacy... Bartha is eager :P (got a load of puns on my mind, but let's not go there...) 

 

3d6+3 → [5,6,5,3] = (19)

Bartha's initiative roll



#10
berelinde

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Alright! You go first!



#11
Mahumia

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With a wide grin on her face, Bartha circled around Beldin. The man might be hovering over her, but she considered her small size to be in her advantage. When she spotted an opening she launched herself at his sword arm. One dagger found a soft spot next to his vambrace, yet the other only hit the vambrace. With a quick movement of her hand she attempted to bend Beldins hand, with the intent to make him drop his sword. 

 

{Bartha does 4 damage to Beldins arm and attempts to disarm him}

 

The rolls: 

 

Attack roll dagger 1: 3d6+5 → [1,6,3,5] = (15)

Attack roll dagger 2: 3d6+5 → [2,6,2,5] = (15) -> doubles (2 and 2), so generating 2 Stun points. She chooses disarm

link

 

Damage roll dagger 1: 1d6+2 → [6,2] = (8)  -> Beldin has armor rating (AR) 4, so 8-4 = 4 damage

Damage roll dagger 2: 1d6+2 → [2,2] = (4) -> 4-4 = 0 damage

damage rolls

 

Attack roll for disarm: 3d6+5 → [6,1,6,5] = (18)

disarm roll



#12
berelinde

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Bartha's blade caught Beldin's axe arm just above the elbow, opening a wide gash in his sleeve and biting the flesh beneath. He snapped his hand back, but not before she inserted her other blade between his hand and the haft.

 

Beldin's Opposition Roll(Disarm)=

3d6+5 → [6,6,1,5] = (18)
 
Hmm, their Dragon Die are the same and their respective attributes are the same. In fact, their rolls are identical. Crud. Roll 1d6.
1d6 → [1] = (1)
 

Unless Bartha also rolls a 1, I'll post the disarming sequence.



#13
Mahumia

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Lol, we're good!  :lol:

 

I roll a 3, but feel ok to threat is as a tie anyway :) 

 

1d6.minroll(1) → [3] = (3)

tie roll



#14
berelinde

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For a few heartbeats, it looks as if Beldin might keep his grip on his axe, but it gets away from him, and he scrambles after it, embarrassed and a little bloodied. (32/36 health)

 

{Bartha attacks again, but Beldin can attack next round. Don't forget that you need to specify an attack site. I couldn't write in fountains of blood ( :P) because I don't know where Bartha hit him.}



#15
Mahumia

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With a wide grin on her face, Bartha circled around Beldin. The man might be hovering over her, but she considered her small size to be in her advantage. When she spotted an opening she launched herself at his sword arm. One dagger found a soft spot next to his vambrace, yet the other only hit the vambrace. With a quick movement of her hand she attempted to bend Beldins hand, with the intent to make him drop his sword. 

 

*snip*

That wasn't specific enough? (see bold) I can also use the table to see where I hit, if you prefer that? 



#16
berelinde

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Nah, I just missed it, sorry! I was reading as I was trying to get out the door. Will go back and edit for blood gouts. :D

 

And done. I also forgot that Beldin's fighting mostly with his axe this campaign, not his bastard sword. Same bonuses, same damage, so it doesn't matter from a numbers standpoint, but hey! Consistency!



#17
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Are we going to first blood or until they're "dead"?



#18
Mahumia

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(sorry for late response, got some very busy days)

 

Hmm, I was thinking to have just some fun, as it is 'sparring' :) So until one yields? How about going for a brawl instead? It is what I was planning to do for Bartha's next step: put away her daggers and use her fists instead. She wouldn't want to cause actual damage... Although I know this is not 'real'... I guess it won't really matter what kind of weapon you use, i.e. fists/sword/axe/rolling pin... it's all about the same rolls-wise.



#19
berelinde

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Not really. Brawling uses dexterity, but you don't automatically get it as your starting weapon focus, so there's no +2 for attack. Damage is 1d3+Strength, so unless it's armorless as well, that would be a wicked long combat. Plus, there's that whole thing where dual-wielders get two attacks per round but larger weapons do more damage if they connect (and only have to deduct armor rating once). So yeah, if it was going to be to first blood, Bartha was always going to win, since she gets twice as many opportunities to score a hit as Beldin, but longer combat would be more evenly matched, since the warrior's armor would absorb more damage.

 

That said, if you want to go weaponless, OK (they've got equal dex and strength, IIRC), but it should probably be armorless, too, or they'll be at it all day. :)



#20
Mahumia

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Let's brawl another time than? Bartha will  yield when reaching 10 hp.

 

Bartha chuckled when Beldin went scrambling for his axe. “Alright, alright… no more teasing… maybe no less either.” She held back until he was ready and winked when he assumed a defensive stance.

 

Repositioning her daggers in her hands, she took a few more steps around the large warrior.

She stepped in and moved for stabbing both daggers into Beldins left upper leg.

 

As she caught him off balance, she slipped one leg behind his right leg and applied force in order to knock him down. 

 

{Bartha does 7 damage to Beldins left upper leg and knocks Beldin prone}

 

Rolls:

3d6+5 → [4,4,3,5] = (16)

3d6+5 → [2,6,3,5] = (16)

Attack roll

4 SP created: Knock prone (2) + mighty blow (2)

 

Damage:

1d6+2 → [5,2] = (7)

1d6+2 → [2,2] = (4)

Regular damage

 

Mighty blow: 1d6.minroll(1) → [4] = (4)

Mighty blow

 

Edit: Poor Beldin  :lol: And Bartha is enjoying herself waaaay too much like this... I decided to keep the amount of puns down though ;) 



#21
berelinde

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{She had to go for the right knee! That's his bad one, I think.}

 

Beldin howled at the insult to his bad knee and dropped like a tight-packed sack of millet. He was vaguely aware of a pinch to his left thigh, but the pain of his knee was too intense for lesser sensations to register. It would pass soon, but for now, he was powerless to do more than lie on his side and groan.

 

{Also, I'm thinking that we may need to up the stunt point cost of Knock Prone. We've been using it a lot in my tabletop campaign, too, where it was responsible for both laughably easy combat and a full party wipe. Either that or make the Knock Prone a more temporary debuff, forcing the character to use a minor action to rise, but allowing them a major action, and reserving something like Stun for 5 stunt points. Reducing it to a minor actions would mean that ranged characters would not be able to load and melee characters would not be able to change weapons, ready a shield, or attack any enemy more than 2 yards away, but would otherwise be able to attack. Either that or allow the enemy an opposition roll. I'll monitor the next few combat encounters with an eye to balance.

 

But that's something for later. Beldin's at 25/36 health. Go again.}



#22
Mahumia

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{Sounds good. I was actually thinking that it would make sense to make it a test, similar to disarm. It's not THAT easy to knock someone over. As far as I know, it's usually a test in tabletop? I wouldn't mind to test out a few options to see what works :) }

 

Beldins squirming in pain made Bartha feel sorry. It couldn’t have been from just the stab: the wound wasn’t that bad. “My apologies…” She stepped back until she’d assured herself that he was able to continue the sparring session.

 

Bartha feinted another attack on the left leg, but quickly made a few extra steps instead to end up behind Beldin and go for the shield arm instead. However, she failed to do any damage.

 

{Bartha did 0 damage… let’s compensate a bit :P}

 

3d6+5 → [3,4,1,5] = (13) (failed to hit)

3d6+5 → [3,5,4,5] = (17)

 

attack roll

 

1d6+2 → [2,2] = (4) 

 

1d6+2=4



#23
berelinde

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Summary: Beldin hits Bartha in the left thigh for 9 points, knocks her prone, and hits her in the left shoulder for 6 points.

 

It was all joking around until she went for the knee.

 

Don't be an idiot, he told himself, she couldn't have known about your knee.

 

In his head, he forgave it, but his body was already moving, and when he hit, he hit hard, delivering a staggering blow to her left thing and knocking her over in the process, then recoiled and struck her again in her left shoulder.

 

3d6+5;2d6+1;3d6 → [6,2,6,5] = (19)
3d6+5;2d6+1;3d6 → [3,5,1] = (9)
3d6+5;2d6+1;3d6 → [6,2,3] = (11)
vs Bartha(def13,AR3): 3d6+Strength(3)+HeavyBladesFocus(2) attack, WeaponDamage(2d6+1)+Strength(3)-ArmorRating(3);TargetSite(because I'm lazy)
 
Lightning Attack:
3d6+5;2d6+1;3d6 → [5,3,1,5] = (14)
3d6+5;2d6+1;3d6 → [4,1,1] = (6)
3d6+5;2d6+1;3d6 → [4,2,1] = (7)
Lightning attack, same target
 
Mighty Blow:
1d6 → [4] = (4)
Mighty blow
 
{We will have to discuss changes to knock prone with the group, and she's already used it on him twice, so it's only fair ;)}
 


#24
Mahumia

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{Bartha has only knocked him prone once :o I’ve been picking various stun point attributes… but it’s ok :P}

 

A huge blow to her thigh sent Bartha flying. She screamed out in pain as the deep cut got her bleeding heavily and rendered her leg useless. Before she had any chance to recover another blow hit her on the shoulder. For a moment she was struck by fear, laying on the ground heavily wounded with the huge man hovering over her, his axe dripping with her blood. She stared at the angry looking man with big eyes. ‘He’s not going to finish it, does he?’ She did her best to get up on her feet, to be less vulnerable… but her wounded leg bucked right beneath her. ‘Damn it… it’s broken.’  

 

{Bartha is on 13/31 hitpoints}



#25
berelinde

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****** can't add! (That would be me, by the way!)

 

Beldin had 6 skill points to spend, not 8, so the Mighty Blow never happened. Bartha started the sparring practice with full health, so her max health is 34, not 31, and Beldin's attack did a total of 15 points, not 19. 

 

She now has 19/34 hp.

 

We haven't really gone into what constitutes a broken bone (although Bartha may very well think it is!). That would have to be something major, as in "all hit points minus one" major, because there's no way anybody could go on with a broken limb. Maybe if your character gets down to zero health, there's a chance of having a permanent injury? Or maybe we'll leave that part vague. I'm okay with making rules about scars, but there comes a point where you have to accept that it's a game with dice. We're never really going to be able to realistically depict combat.

 

Or maybe leave that part up to RP?

 

Think it over. I've been in meetings all morning, and I've got a bunch more scheduled for the afternoon, so it's going to be a while before I can visit the forums again.