================================ Have you ever felt Adventure? -=-=-=-=-=- An old-fashioned ttrpg ================================ 4. Combat =========== 4.1 Initiative ---------------- Player characters move and act first, in turns as they are seated; then non player characters, in the order the GM wants to. 4.2 Move ---------- Most characters can move up to a third of their DEX in meters per combat round. Exceptions include certain monsters as shown in their records. 4.3 Combat Tests ------------------ Opposing characters who are less than 3 meters away are locked in combat and must fight each other. To determine who wins the round, you must make a Combat Test. To make a combat test, each pair of combatants rolls 2 dice, add their DEX bonus, their character or monster level and their weapon reach bonus, if any. The one who scores higher wins the round. The loser is hit and will have to take damage (See later). If the test is tied, the game master rolls another dice, on an even roll nobody is hit, on and odd roll both combatants are hit. Example - - - - - A level 1 warrior (DEX 13) holding a sword (reach bonus 1) is locked in combat with a level 1 kobold (DEX 14) fighting with a dagger ((reach bonus 0). The warrior rolls two dice, getting a 4 and a 5 = 9. The kobold rolls two dice, getting two 5's for a total of 10. The warrior total is 9 (dice) + 1 (level) + 1 (bonus for DEX 13) + 1 (weapon bonus) which adds to 12 The kobold total is 10 (dice) + 1 (level) + 2 (bonus for DEX 14) which adds to 13 As thirteen is greater than twelve, the kobold has won and the poor warrior will take damage. 4.4 Shooting and throwing --------------------------- 4.4.1 Shooting actions - - - - - - - - - - - - - When shooting and throwing, make a DEX roll, with a difficulty of 5 at Short Range, 7 at Medium Range and 10 at Long Range. The Game-master may want to raise that difficulty is the target is specially hard to hit. (There's poor light, the target is prone, has a shield, and so on). If successful, the target is hit, and damage applied. 4.4.2 Ranges - - - - - - - - Ranges are subjective and the Game-master needs not a knotted rope to determine any distance. However, as a guideline, Short range is up to 20 meters, Average is up to 50 meters and Long is any reasonable distance beyond 50. 4.5 Taking damage ------------------- If a character or monster is hit, it can suffer damage, losing LPs (life points). To figure out how many LPs are lost, roll 2 dice, add the winner STR bonus, his weapon bonus (see later) and subtract the protection of the loser's armor. Example - - - - - Going back to our example, the kobold won the round against our warrior, so he gets to roll for damage. His dagger, when used hand to hand has, a damage bonus of +1 (See Section 7 on Gear). Rolling, the kobold gets a 5 + 1 = 6. Adding his dagger bonus, it raises the total to 7. Now our warrior is protected by a gambeson (a type of light armor) which provides 5 points of protection. So the final total is 7 - 5 = 2. 4.6 Defeat and Death ---------------------- 4.6.1 Monsters - - - - - - - - - A monster that loses all its LP is defeated. Generally it should be considered death unless the GM, exceptionally rules otherwise. However, most monsters won't fight to the bitter end, and should take a flight when the going is bad for them. When in doubt the GM may make a roll of dice; for example two goblins bump into two warriors, the GM might decide to roll one dice, anything lower than 6 meaning the goblins make a run for it. If flight is impossible and the monsters can hope they won't be executed at all, they would probably surrender. However, the behavior of the monsters and other non player characters is the GM's sole responsibility. 4.6.2 Player Characters - - - - - - - - - - - - - PC who have lost all of their LPs are defeated and unconscious. The GM may considered dead straight away if there's no hope for their survival, as in they had been stomped by a particularly fat Dragon. Once a character is defeated she or he will not be attacked by the monsters who will concentrate on those still able to fight. Once all the characters are defeated, they will have to face the fate imposed of them by their cruel masters. 4.6.2 Defeated PC's fate - - - - - - - - - - - - - Carnivore animals would simply finish off the defeated characters and proceed to eat them. Herbivore animals will just abandon the area. Sentient monsters (like goblins, orcs, kobolds, bandits and such) will choose to either finish off the characters and steal from them or make them slaves. This is a gruesome fate. 4.6.2 Player Characters - - - - - - - - - - - - - A character is also defeated if he surrenders to any non-animal monster or non-player characters. Such a character must drop his weapons and wait until the combat is over. She or he cannot attempt to escape or take any actions, until the GM allows her or him to. The only benefit of surrendering is that such PC or PCs will survive the combat. 4.7. After Combat -------------------- Combat is over once one side is fully defeated. The winner's side must have at least one undefeated character (or monster) in the vicinity, and the loser side will have no undefeated characters in the vicinity. When that's over the winner side characters: a) will recover 1d6 LP b) will be able to bound (or steal from, or finish off) any prisoners c) do any other actions as decided by the GM Then the losing side characters (or monsters) a) will recover 1d6 - 1d6 LP (with a minimum of 1) b) will be able to act normally (except if they are bound, etc.)