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pinned Combat System

2 posts · started by Aneova on Jul 11, 2015 · 2138 views · in The Archives
AneovaJul 11, 2015
Jul 11, 2015 at 03:33 AM #1
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Combat: A Step-by-Step Guide


1. Each of you rolls or gets an officer to role using 1d20 on rolz.org ( https://rolz.org/dr?room=blueskooma ).

2. Declaratory: You must declare attack or defend. The one who rolled lower has to declare in group chat specifically how they intend to attack or if they want to defend. The one who rolled higher will declare after them. This allows the higher roller to take into account the lower roller's actions.

3. Damage: Each of you rolls again (or I roll for you). This is the damage roll. The person who rolled highest on the initial roll last turn gets to attack first (unless they decide to defend, in which case the defense always goes after the attack.) If the attacker rolls lower than the one being attacked, the attack misses. If the attacker rolls higher than the one being attacked, the attack hits.

4. Act: There is a damage scale. Damage depends on the differences in rolls.

>If the difference is 1-3, the person will be "Hurt," which consists of things such as bruises and light scratches - nothing major but something that would be annoying.
>If the difference is 4-6, the person will be "Wounded," which consists of deeper scratches and tears, getting the wind knocked out of you, stumbling backwards, etc - something more painful that may take a second to recover from, but nothing that would inhabit you from continuing.
>If the difference is 7-9, the person will be "Mauled," which consists of more severe injuries such as a broken bone here and there, a hit so hard it may cause a temporary limp, the inability to use one arm - a major injury that would make it difficult to continue.
>At the end of the seventh round, we will go into the 8th "knock out round," where the one who won the best of seven rounds will automatically knock out their opponent.

Once you determine the amount of damage, it is up to you both to RP the situation. Attacker will RP their turn no further than the attack, and the one being attacked will determine their injuries. The one being attacked MUST stick to injuries within the category of the damage scale that was determined by the roll. Any cheaters will be smacked.


Example
So for example, say I roll a 8 and Mullet rolls 15. I would declare my action before his.

"I want to punch him in the face."

Then Mullet declares.

"I want to kick her legs out from under her."

Roll again, I get a 16 and Mullet gets a 18. Mullet attacks first since he rolled higher, and he rolled higher than me on damage so his attack succeeds. The difference between 18 and 16 is 2, so I'd just be "Hurt." So we RP it out, Mullet attempts to kick me and I get a bruise on my leg, but manage to evade enough to not get knocked down.

Roll again for my attack damage. I get a 3 and Mullet gets a 19. My attack misses and he is able to evade. We RP it out.
Or, if I had rolled a 19 and Mullet rolled a 14, the difference is 5, so he would be "Wounded." So we RP it out, I punch him hard in the face which stuns him momentarily.

Now say Mullet, being the higher roller on initial roll, chose to defend against my punch. We would roll again, say I got a 13 and he got a 18, my attack would miss and he would successfully defend. We RP it out.
But say I roll a 17 and he rolls a 10. Not only does he unsuccessfully defend, but the difference of 7 puts my damage in "Mauled" which means I'd probably do something like break his nose. We RP it out.

Then we just continue like this with each round.


Damage Chart Quick Reference

















Difference in Rolls (Subtract lowest roll from highest roll)Damage Category
1-3"Hurt," which consists of things such as bruises and light scratches - nothing major but something that would be annoying.
4-6"Wounded," which consists of deeper scratches and tears, getting the wind knocked out of you, stumbling backwards, etc - something more painful that may take a second to recover from, but nothing that would inhabit you from continuing.
7-9"Mauled," which consists of more severe injuries such as a broken bone here and there, a hit so hard it may cause a temporary limp, the inability to use one arm - a major injury that would make it difficult to continue.

Edited Nov 13, 2015 at 10:29 AM by 0

ElsyJul 25, 2015
Jul 25, 2015 at 08:57 PM #2
Last Updated: 7/25/2015