Post by The Overseer on Aug 16, 2020 18:23:58 GMT
Combat Start
To determine turn order at the beginning of combat, you roll a 1d100+X, where X is the initiative stat you're using. There are two stats that can be used for initiative, and each will have different effects on combat.
Initiative
Deftness - You were walking along the road, minding your own business when suddenly you're pulled aside into an alleyway! Tch, these smucks don't know what hit 'em. Unfortunately for them, your reflexes have been fine-tuned to near-superhuman levels, allowing you to get the upper hand. If you are the first in combat when using deftness, you receive an extra turn in the first round.
Or
Perspicacity - You were in a heated debate with the local banditos! A normal person may not have seen one of them in the back reach for their gun... but you aren't a normal person. Your ability to analyze the situation has allowed you to get the drop on these evil banditos. If you are the first in combat when using perspicacity, for the first round of combat all of your defensive rolls are doubled and you may inquire about your surroundings as a completely free action.
Your turn!
Finally! After waiting all round of actions it's your turn at last! Your friend is mortally wounded and there is a giant skeleton wielding a massive bastard sword! It looms over you threateningly, eyeing the two of you with a glare dripping with vicious intent.
Move Action
If you stay in place next to your friend you're both an easy target to get hit at the same time. Therefore, it's time to do the smart thing and move to a better strategic location. A move action constitutes any type of movement. This means that with this action you may attempt to run, fly, teleport, parkour... whatever. Anything that moves you is a move action. You may only use one move action a turn unless otherwise stated by an ability.
Combat Action
Alright, so lets pretend for a moment that you've moved behind the skeleton and are ready to unleash hell. Now you must expend a combat action (Sometimes referred to as a basic action) to do... something. This "something" is totally dependent on your abilities and your creativity. You may only perform one combat action, or may eschew your move action to instead perform two combat actions.
Item Action
If you were smart enough to bring a properly stocked backpack, you may use one item a turn. However, you may give up your combat action to use two items instead. You may also sacrifice your move action for an additional item, giving you the possibility of up to three items a turn if you do nothing else.
Combat Explanation
Joe wants to attack the skeleton now!
Joe has a basic short sword and would like to swing it at the skeleton's right arm (You must always describe your attack and it's intended target)! This is a robustness-based attack.
The skeleton is going to select a defense (defenses will be explained in more detail shortly), in this case it's deftness to try to dodge to the side (You must always state the details of your defense as well)!
Joe rolls 1d10+4 (As his robustness is 4)
Joe receives a whopping 13!
Skeleton rolls a 2d10 (As it has 5 deftness)
Skeleton gets a solid 12!
Because Joe has rolled higher his attack has succeeded! Whoever the DM is will assess the potential damage and explain how effective the attack was.
For example:
"Joe's sword sings as it speeds through the air and smashes into the skeleton's right arm! Seeing as how it's a slashing weapon it doesn't deal significant damage, but as it is a piece of metal being swung with great force, it does manage to cause a major fracture along the skeleton's arm. When it tries to lift its massive sword its arm cracks under the pressure!"
Defense Explanation
One does not "simply" defend against attacks, there are many different ways to tackle the same problem, lets look at some of those.
Robustness - The Turn-Around - Use your massive strength to grapple with an opponent's physical attack. If you manage to beat the aggressor's roll by at least 10% or more you can turn their own attack against them. Using this method requires you explain what you're attempting to do before rolling.
Deftness - Can't Touch This - The quintessential dodge move. If you're able to dip and dive and totally outmaneuver your opponent,
Vitality - 2stronk4me - Your pecs are so beefy that you'd rather let the attack slam into you than make any attempt at dodging it. If you manage to defeat the opponent's roll you've successfully negated the opponents attempt. HOWEVER, even if you fail with this type of defense you still receive significantly less damage. To a certain extent of course.
Intelligence - Master of the Meta-Physical - Sorry ladies and gents, you can't outsmart a rock being thrown at you... or a knife trying to stab you. However, if you're one of those meta-physical types, you may attempt to nullify a meta-physically induced attack! (Anything magic, chi, ki, psionic, cosmic, holy, necrotic or otherwise.) However, if you are capable of utilizing the same type of energy as the attack you successfully nullified, you may be able to use it to your benefit. For each time you do this, you gain momentum and a stacking +2 to your next attack of that type (Up to the user's level). If you fail to negate an attack this way, all the gathered energy will be lost setting your stacks to 0.
Perspicacity - Environmentally Prepared - By far the most free-form of the defense types, you're attempting to use the environment to your advantage. This is everything from hiding behind a boulder, to running into a trap filled corridor and hoping one of the deadly blades swings behind you in time to block the attack of your aggressor. This is the most DM heavy of all the defenses and can offer the potentially best bonuses... or negatives should you fail.
Appeal - ~I'm so Pretty~ - You can never be so pretty that people won't attack you, (unless you're a magical girl or something) but you can make yourself less threatening! If you're in a group you may attempt to switch the target of your aggressor's ferocity to one of your adjacent allies. If not... maybe asking really nicely will make it hurt just a LITTLE less if you beat them. After all, maybe they'll pull the strike? (WARNING: Highly effective against sentient creatures, useless against mindless ones.)
Luck - .... What? - No seriously, what? Some one was swinging a sword at you... and you just hunkered down and covered your head... and they tripped. Maybe your luck paid off? (You may only defend with this twice per battle, and the roll is 1d100+luck, instead of 1d10+stat)