March 02, 2006

Combat Basics

Okay, let's go with the basic ideas I had...

Roll weapon skill to attack. Target number is based on target's skills.

Target sitting still: 5
Target moving: 5 + Agility + Evasion Skill
Target evading and can see you: 10+EvasionTotal

Alternately, target rolls defense...

Active Dodge: roll Evasion
Passive Dodge: roll Evasion with a Penalty Die.
No defense at all: difficulty 5.

Okay, a passive or even active dodge could conceivably roll less than 5... I'm not sure whether to set a minimum of 5 or just go with they probably won't. Actually, with a negative Agility and a Penalty Die, they often would.

Let's try again...

Active: 10+Agility+Evasion
Passive: 10+Agility
None: 5

So your Evasion skill only applies when actively avoiding a hit. If you're moving about but aren't actively trying to dodge, you just don't apply the Skill Rating, which can never make you worse. One problem... someone with no Evasion skill is automatically just as hard to hit when they try to actively dodge as when they don't.

Hm. And Jenn generally preferred an "active" defense roll... I think she liked that better than the D20 system of hitting a set number.
I may just set a minimum defense of 5... that way, when people fight under heavy penalties (like darkness giving both sides a -5), folks will whiff left and right, just like you'd expect.

So...
Active: roll Evasion (min 5). Passive: roll Evasion with a Penalty Die (min 5). None: Automatic 5. Note that since a tie is a Partial Success, the attacker can be assumed to win ties. Since Partial Succeses tend to suck, this hopefully won't be too much of an advantage.

When parrying, it works the same way except that you roll your weapon skill instead of Evasion.

On a Partial Success you hit for half damage, on a Success you hit for full. Crits tend to add bonus damage or qualify you for alternate effects such as disarming a foe or setting them up for a follow-up attack.

Light Weapons: 1d6+Brawn/2. Crit adds +1d8. 2 free parries per round.
Medium Weapons: 1d8+Brawn. Crit adds +1d6. 1 free parry per round.
Heavy Weapons: 1d10+Brawn*1.5. Crit adds +1d4. No free parries.

You can do 2 things per round... pick from Move, Attack, Defend and Other.

If you don't pick Defend, you only get passive defense, unless you have a free parry to blow... that lets you make an active parry defense vs that attack.

Some things take your whole turn... like spellcasting, perhaps? I don't know, at most I see a penalty for casting a spell as a single action instead of two. Concentrated spells take 2 actions, BUT you can split it between two turns if you need to, so that you aren't left helpless.

Ranged attacks hit a difficulty based on the distance. 10 for close range, 15 for long, 20 for very long, etc. You can only actively defend with Evasion by doing a "dive for cover" move action.

Posted by Kiz at March 2, 2006 09:43 AM
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