Difference between revisions of "DMSCombat"
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=== DMS Combat === | === DMS Combat === | ||
+ | notes: In my games I have removed the possibility of death for named characters in combat. After a fight if a character has been reduced to incapacitated or less they are on the brink of death, laying bleeding and broken. If an npc or pc really truly wants to kill a fallen foe they must make a single coup de grace attack. A single dice of damage kills the intended victim. Due to the fact that with this system lethal damage is considerably less lethal. Bashing damage converts to lethal on a 2 for 1 scale on the health track as it is applied. Extras can still be killed maimed of just left unconscious at the whims of any named characters attacks. | ||
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===== Combat stages ===== | ===== Combat stages ===== | ||
*Declare attacks- On any tick with characters that can act, all characters able to attack must declare attacks including charms and combos before defenses can be declared. Motes and tick costs are spent in this stage to power attacks. | *Declare attacks- On any tick with characters that can act, all characters able to attack must declare attacks including charms and combos before defenses can be declared. Motes and tick costs are spent in this stage to power attacks. | ||
− | *Declare defenses- On any single tick in order to defend | + | *Declare defenses- On any single tick in order to defend naturally a character must expend a number of ticks equal to the defense rating of the weapon they are using or none if they intend to dodge. All motes for defense must be spent at this time. |
*Roll Attacks- Total up all bonuses for the attacker subtract all penalties. If this number is positive the attacker can make an attack rolled as normal. The minimum dice is equal to the attackers essence or his maximum pool which ever is lower | *Roll Attacks- Total up all bonuses for the attacker subtract all penalties. If this number is positive the attacker can make an attack rolled as normal. The minimum dice is equal to the attackers essence or his maximum pool which ever is lower | ||
*Roll defenses- DV is totaled as normal all conditional dice are rolled and success added to the DV such as stunt or charm. | *Roll defenses- DV is totaled as normal all conditional dice are rolled and success added to the DV such as stunt or charm. | ||
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*Reroll Attacks- If the attacker may chose in this step to reroll the attack with charms | *Reroll Attacks- If the attacker may chose in this step to reroll the attack with charms | ||
*Reroll Defenses- After the attacker has rerolled or chosen not to the defender may use charms to reoll his DV | *Reroll Defenses- After the attacker has rerolled or chosen not to the defender may use charms to reoll his DV | ||
− | *Determine Results- If the attackers successes equal or | + | *Determine Results- If the attackers successes equal or exceed the defenders the attack hits. |
− | *Determine Damage- Any extra | + | *Determine Damage- Any extra successes are added to the defenders weapon damage plus strength if this number excedes the hardness of the defender subtract the defenders soak from the raw damage. |
− | *Roll damage- | + | *Roll damage-damage after soak has a minimum of the attackers essence unless that character is an extra in that case there is no minimum. 10 count twice |
*Counter Attacks- any counter attack charms are applied after the normal resolution of attacks following the normal path for any attack save that no counter attacks can be made | *Counter Attacks- any counter attack charms are applied after the normal resolution of attacks following the normal path for any attack save that no counter attacks can be made | ||
− | *Apply damages- If the raw damage was greater that your sta+res your character is thrown back 1 yard for every point of difference. If the confirmed rolled damage was greater than your sta you mus roll sta+res at a difficulty equal to the damage inflicted or be stunned for a number of ticks equal to that damage. | + | *Apply damages- If the raw damage was greater that your sta+res your character is thrown back 1 yard for every point of difference. If the confirmed rolled damage was greater than your sta you mus roll sta+res at a difficulty equal to the damage inflicted or be stunned for a number of ticks equal to that damage. Bashing damage |
===== Combat Moves ===== | ===== Combat Moves ===== |
Revision as of 17:57, 16 October 2007
DMS Combat
notes: In my games I have removed the possibility of death for named characters in combat. After a fight if a character has been reduced to incapacitated or less they are on the brink of death, laying bleeding and broken. If an npc or pc really truly wants to kill a fallen foe they must make a single coup de grace attack. A single dice of damage kills the intended victim. Due to the fact that with this system lethal damage is considerably less lethal. Bashing damage converts to lethal on a 2 for 1 scale on the health track as it is applied. Extras can still be killed maimed of just left unconscious at the whims of any named characters attacks.
Combat stages
- Declare attacks- On any tick with characters that can act, all characters able to attack must declare attacks including charms and combos before defenses can be declared. Motes and tick costs are spent in this stage to power attacks.
- Declare defenses- On any single tick in order to defend naturally a character must expend a number of ticks equal to the defense rating of the weapon they are using or none if they intend to dodge. All motes for defense must be spent at this time.
- Roll Attacks- Total up all bonuses for the attacker subtract all penalties. If this number is positive the attacker can make an attack rolled as normal. The minimum dice is equal to the attackers essence or his maximum pool which ever is lower
- Roll defenses- DV is totaled as normal all conditional dice are rolled and success added to the DV such as stunt or charm.
- Determine results- If the attackers sucsesses are equal to or greater than the defenders DV the attack hits
- Reroll Attacks- If the attacker may chose in this step to reroll the attack with charms
- Reroll Defenses- After the attacker has rerolled or chosen not to the defender may use charms to reoll his DV
- Determine Results- If the attackers successes equal or exceed the defenders the attack hits.
- Determine Damage- Any extra successes are added to the defenders weapon damage plus strength if this number excedes the hardness of the defender subtract the defenders soak from the raw damage.
- Roll damage-damage after soak has a minimum of the attackers essence unless that character is an extra in that case there is no minimum. 10 count twice
- Counter Attacks- any counter attack charms are applied after the normal resolution of attacks following the normal path for any attack save that no counter attacks can be made
- Apply damages- If the raw damage was greater that your sta+res your character is thrown back 1 yard for every point of difference. If the confirmed rolled damage was greater than your sta you mus roll sta+res at a difficulty equal to the damage inflicted or be stunned for a number of ticks equal to that damage. Bashing damage
Combat Moves
||Move Name||Speed||DV penalty||Flurry?||Mechanics|| ||Aim||3||-2|| ||Attack||weapon spd||-1|| ||Draw weapon||5||-1|| ||Defend|| ||Called Shot, Disarm|| ||Called Shot, Chink in the armour|| ||Called Shot, Maim|| ||Called Shot, Marking|| ||Called Shot, Powerful attack|| ||Called Shot, Quick attack|| ||Flurry|| ||Gaurd|| ||Jump|| ||Join Battle|| ||Move|| ||Run|| ||Ready/Set Weapon|| ||Rise from prone|| ||Staunch wounds||
Examples
Glorious Wind has just escaped from prison two armed gaurds block the egress. Glorious wind failed to move undetected and a join battle action was performed. Glorious wind is much quicker and acts on the first tick.
- 1a Declare attacks- "I thrust my hands out connecting solidly with thier helms" Glorious wind
- 1b Declare defenses- "The gaurds raise thier weapons to intercept your blows" ST
- 2a Roll Attacks- 3dex +3MA +1Acc +1 stunt is 8 dice, glorious wind makes two attacks so the first attack is 6 the second is at five, unarmed her strikes cost her 4 ticks
- 2b Roll defenses- 4 die extra dv 2 parrying with a weapon cost 1 tick
- 3 Determine results- both attacks hit with 2 suscceses
- 4a Reroll Attacks- none
- 4b Reroll Defenses- none
- 5 Determine Results- same
- 6a Determine Damage- 3str + 2dam equals 5 beats the hardness of the armour the attack is not greater than the soak of the armour so Wind rolls her essence 3
- 7 Roll damage- versus extras each takes 1 damage
- 8 Counter Attacks-
- 9 Apply damages- each gaurd smaks there head agains the wall