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    The Combat system: Version 1.1

    Zestari
    Zestari
    Level 9
    Level 9


    Posts : 574
    Join date : 2012-03-25
    Location : Australia

    The Combat system: Version 1.1 Empty The Combat system: Version 1.1

    Post by Zestari Tue Jul 17, 2012 9:52 am

    Version 1.1 Combat system

    Process works thusly:


    Game Warden presents combat encounter.

    1. Players describe actions
    2. The Game Warden makes attack rolls
    3. The Game Warden will explain baddies’ actions
    4. The Game Warden determines order of combat
    5. The Game Warden resolves damage and other effects


    Are all the baddies dead? If 'yes', proceed, else go back to '1'.

    Combat is over.


    The steps in more detail:

    The Game Warden will present a combat encounter. They may bring additional enemies into fights and manage the majority of combat rolls.

    Concrete Jungle, a tough-as-nails earth pony, has stumbled across a raider, who turns and yells out an attack.

    1. Players describe actions.

    In the posts subsequent to the Warden presenting the encounter, the players will outline their characters’ actions and response to the threat. They don't have to be aggressive; preparing medicine or activating a stealthbuck are also examples of suitable actions.

    Here's a short example:

    Concrete Jungle: I draw my 9mm pistol (1 AP) and fire it at the raider (1 AP).

    You'll notice a couple of things that are very important for the Game Warden. The player has described which weapon they are using, which enemy they are attacking, and how many AP (action points) they are using.

    The player can keep describing actions until they have expended all of their action points for that turn. Action points are determined by the following formula:

    5 + Agility/2 + 1 for every 10 levels

    You can find out more about AP, such as the AP costs of various actions, here.



    2. The Game Warden makes attack rolls.

    After the player is satisfied with their action, and assuming they are using an attack, they make a post. The GW will then make a roll based on this action. This roll is a d100 with a bonus equal to +1 for every 5 points in the relevant skill and +1 for every 2 Luck the character has, rounded down (to the nearest positive integer).

    As an example:

    Concrete is using his 9mm grip-loaded, magazine-fed, semi-automatic pistol, which is a gun, so he uses his gun skill. He has a skill of 38 in guns, and his Luck is 7, so the modifier would be:

    7 (gun skill: 35/5 = 7) + 3 (luck: 7/2 = 3.5, rounded down = 3) = 10

    So the roll would be d100 + 10.

    3. The Game Warden will explain baddies’ actions.

    Once the players have made their actions or a suitable amount of time has passed, the Game Warden will then detail the attacks the baddies are making.

    Once again, an example:

    The raider, Grapeshot, turns and charges Concrete, swinging his sledge at the pony's body.

    4. The Game Warden will make baddies’ attack rolls and determine order of combat.

    The Game Warden will also make attack rolls for the baddies. See step 2 for details on determining attack roll modifiers.

    Somewhere around this step, the Game Warden should also determine combat order. It doesn’t really matter whether this is done before or after making attack rolls.

    To determine a character’s initiative, roll d10 and add that character’s Perception. The higher their initiative, the earlier they act in the combat order. In the case of a tie, the order will be randomised, according to a coin flip (or the Warden’s whim, but don’t tell anyone I said that). A character keeps this initiative value throughout the encounter, to make the Game Warden’s job easier (stop complaining).

    Concrete has a Perception of 6.
    Grapeshot has a Perception of 5.

    Concrete rolls 6 for an initiative of 6 + 6 (Perception) = 12.
    Grapeshot rolls 6 for an initiative of 6 + 5 (Perception) = 11.

    Concrete’s action would be resolved first.

    5. The Game Warden will resolve damage.

    Taking the attack roll the Warden can then determine the outcome of each attack.

    An attack would be resolved as follows:

    Attack roll to hit

    Determine if it hits the target

    If it does, resolve the damage as follows:

    Weapon (with weapon):
    Weapon Damage - Target’s DT = Total Damage

    For instance, a well-dressed pony hits an item of furniture with a folded dinner jacket, which has a damage value of 28 (do not panic! Dinner jackets are not actually this powerful). He uses his formal attire skill for the attack, which is 35 (this value is irrelevant and is only here to confuse you). He hits (trust me on this one). The target, a large, moderately comfortable office chair, has a DT of 12, because it is a wimpy, pathetic fool of a chair. The final damage result will be:

    28 (dinner jacket damage value) - 12 (chair’s DT) = 16 damage

    Unarmed (without weapon):
    Natural damage + 2×Strength + Agility = Total Damage

    Magic:
    10 + 2×Intelligence + Perception = Total Damage
    (This magic damage solution is only temporary pending an actual, internally consistent magic system)

    Critical hits will be resolved by the Warden. Don’t worry your pretty little head about that.


    Concrete fires at Grapeshot:

    1d100+10
    72+10 = 82

    Hit!

    Damage = 16 - 8 = 8 damage.

    Grapeshot sledges Concrete:

    1d100+10
    22 +10 = 32

    Miss!

    With tremendously impressive alacrity that causes several mares to swoon, Concrete Jungle fires his pistol, managing to find a weak spot in the raider's armour, causing a splash of blood to stream down Grapeshot's front. Swinging his sledge, Grapeshot is unable to hit Concrete Jungle, who dances backwards out of the hammer swing’s arc.

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