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Forum based combat - How To Guide (Tutorial)

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Forum based combat - How To Guide (Tutorial) Empty Forum based combat - How To Guide (Tutorial)

Post  Admin Mon Sep 26, 2011 1:54 pm

Ok guys. sorry about the delay.

Here's how the combat sequences are going to run for this campaign.


*GM sets up the scene of combat and says everyone needs to roll initiative*

*Each player rolls a d20, adds any initiative bonuses, how many attack per round they have, and posts their initiative roll along with their first move for the combat round. For their first action, the player needs to roll a d20, add any combat attack bonuses from stats or skills and post it at the end.*

*The GM rolls enemy initiative and attack rolls, takes everyone's initiative, first actions and rolls, and then writes out the scene with results of that turn.*

*Players will then post what they want to do for their second turn of the round, roll for the attack/skill, and post it at the end. At this time the player will also roll for Parry/Dodge. If an enemy would hit the player otherwise, the dodge roll will go into affect. If the player doesn't want to dodge or parry, mark that section as "N/A". Make sure you include any bonuses to parry/dodge.*

*GM does the same for the enemies. Players and GM take turns until everyone has used up their attacks for that round.*

*Once all attacks for that round are completed, everyone re-rolls initiative and the next round commences just like the first round. Combat continues until either one side is victorious or flees.*


Here is how it would look (Posts divided by ---------):
(GM)
The group stumbles upon a pair of Coalition troopers that are beating up a dwarf in a dark alley. One of the soldiers notices the group and tells his buddy "We've got uninvited guests." *Everyone roll initiative and attacks*
-------------------------------------------
(Player 1) 16+1 for initiative = 17; 5 attacks/round

I take my laser rifle, aim at the closest CS trooper and shoot.
Attack Roll and bonuses: 13, +2 aimed shot, +3 laser targeting
Final Attack Roll: 18
Attack Damage: 10 MDC
Cost of attack: 1 charge of E-Clip
Parry/Dodge: N/A
Attacks left in round: 3

Body Armor: Urban Warrior (movement -5%)
MDC by Location: Body:50, Head: 35, Legs: 30 ea, Arms: 16 ea
-------------------------------------------
(Player 2) 8 for initiative; 7 attacks/round

I focus my mind and summon my Psi-Sword.
Attack Roll and bonuses: N/A
Final Attack Roll: N/A
Attack Damage: N/A
Cost of attack: 0 ISP, lasts 5 minutes
Parry/Dodge: 15
Attacks left per round: 6

Cyber-Armor: A.R 16
MDC by Location: Chest:50, Back/Shoulder Blades: 15 ea, Upper Legs: 15 ea, Arms: 10 ea, Shoulders: 8 ea
Body Armor: Crusader (movement -15%)
MDC by Location: Body:95, Head: 50, Legs: 50 ea, Arms: 30 ea
-------------------------------------------
(Player 3) 12+1 for initiative = 13; 4 attacks/round

I cast a Fire Bolt at the trooper farthest away from the dwarf.
Attack Roll and bonuses: 16, +4 spell bonus
Final Attack Roll: 20
Attack Damage: 14 MDC
Cost of attack: 7 PPE
Parry/Dodge: N/A
Attacks left in round: 3

Body Armor: Huntsman (Chest only, no movement penalty)
MDC by Location: Body:45
--------------------------------------------
(Coalition Trooper 1) 17 for initiative = 17; 4 attacks/round


Vibro-Sword in hand, he runs at the Cyber-Knight and swings his sword at the Cyber-Knights head.

Attack Roll and bonuses: 13, +1 WP
Final Attack Roll: 14
Attack Damage: 7 MDC
Cost of attack: N/A
Parry/Dodge: N/A
Attacks left in round: 3

Body Armor: Light Dead Boy (no movement penalty)
MDC by Location: Body:50, Head: 35, Legs: 24 ea, Arms: 15 ea
--------------------------------------------
(Coalition Trooper 2) 11 for initiative, 4 attacks/round

The trooper smashes his fist into the dwarf's head a final time and stands up, pulling out his laser rifle.

Attack Roll and bonuses: N/A
Final Attack Roll: N/A
Attack Damage: N/A
Cost of attack: N/A
Parry/Dodge: N/A
Attacks left in round: 3

Body Armor: Light Dead Boy (no movement penalty)
MDC by Location: Body:50, Head: 35, Legs: 24 ea, Arms: 15 ea
--------------------------------------------------------------------------------------
As the closest Coalition Trooper runs towards the Cyber-Knight, the Merc-Soldier raises his laser rifle, steadies his aim, and fires the the approaching trooper. The trooper's body armor takes the damage and brings his vibro-sword down on the Cyber-Knight's head. The vibro-sword flashes past the Cyber-Knight's head as he deftly moves to avoid the blow. The Ley-Line Walker stands back at shoots a bolt of fire at the trooper just after he has attacked the Cyber-Knight. The trooper is bathed in fire, but his environmental armor protects him from the blast, the ceramic composite material smoking. The other trooper cruelly punches the dwarf in the face again. An already bloody and broken face gives a sickening crack as the dwarf's nose breaks and blood spews forth onto the troopers arm. The trooper stands and raises up his CS-light laser rifle. As he dodges the blow to his head, the Cyber-Knight focuses his will and a psi-sword of medieval longsword design begins to take shape in front of him.
----------------------------------------------------
-------------------------------------------
(Player 1) 16+1 for initiative = 17; 5 attacks/round

I switch my target to the laser rifle wielding trooper and shoot.

Attack Roll and bonuses: 11, +3 laser targeting
Final Attack Roll: 14
Attack Damage: 9 MDC
Cost of attack: 1 charge of E-Clip
Parry/Dodge: N/A
Attacks left in round: 2

Body Armor: Urban Warrior (movement -5%)
MDC by Location: Body:50, Head: 35, Legs: 30 ea, Arms: 16 ea
-------------------------------------------
(Player 2) 8 for initiative; 7 attacks/round

Wielding my psi-sword, I laugh at the ineffectual vibro-sword and swing at the troopers sword arm.

Attack Roll and bonuses: 15, +1 WP
Final Attack Roll: 16
Attack Damage: 4 MDC
Cost of attack: 0 ISP, lasts 5 minutes
Parry/Dodge: 11
Attacks left per round: 4

Cyber-Armor: A.R 16
MDC by Location: Chest:50, Back/Shoulder Blades: 15 ea, Upper Legs: 15 ea, Arms: 10 ea, Shoulders: 8 ea
Body Armor: Crusader (movement -15%)
MDC by Location: Body:95, Head: 50, Legs: 50 ea, Arms: 30 ea
-------------------------------------------
(Player 3) 12+1 for initiative = 13; 4 attacks/round

Seeing that the Cyber-Knight has the vibro-sword wielding trooper in hand, I cast a Fire Bolt at the trooper with the laser rifle.

Attack Roll and bonuses: 12, +4 spell bonus
Final Attack Roll: 16
Attack Damage: 10 MDC
Cost of attack: 7 PPE
Parry/Dodge: N/A
Attacks left in round: 2

Body Armor: Huntsman (Chest only, no movement penalty)
MDC by Location: Body:45
--------------------------------------------
(Coalition Trooper 1) 17 for initiative = 17; 4 attacks/round

The trooper continues to swing his sword at the Cyber-Knight.

Attack Roll and bonuses: 16, +1 WP
Final Attack Roll: 17
Attack Damage: 5 MDC
Cost of attack: N/A
Parry/Dodge: 17
Attacks left in round: 2

Body Armor: Light Dead Boy (no movement penalty)
MDC by Location: Body:26, Head: 35, Legs: 24 ea, Arms: 15 ea
--------------------------------------------
(Coalition Trooper 2) 11 for initiative, 4 attacks/round

The trooper raises his laser rifle at the Ley-Line Walker and lets forth a burst of fire.

Attack Roll and bonuses: 8, +2 aimed shot
Final Attack Roll: 10 (miss)
Attack Damage: N/A
Cost of attack: 1 e-clip charge
Parry/Dodge: N/A
Attacks left in round: 1

Body Armor: Light Dead Boy (no movement penalty)
MDC by Location: Body:50, Head: 35, Legs: 24 ea, Arms: 15 ea
----------------------------------------------------------------------------------
The sword wielding trooper continues his attacks on the Cyber-Knight, scoring a hit along the ribs of the Knight's armor. which the Cyber Knight fails to parry. The Merc-Soldier changes his target and shoots and the trooper standing over the fallen dwarf, hitting the trooper in the chest with his laser rifle.
The Ley-Line Walker sees that his friend has the nearest trooper well in hand and turning towards the trooper near the dwarf, he unleashes another Fire Bolt. The fire singes the troopers armor. Slightly disoriented by the wash of flames in his face, the second trooper misses his shot on the Ley-Line Walker, cursing the devil worshiping magical spawn. The Cyber-Knight takes hold of his sword and with deft skill swings at the Coalition soldier, only to have his blade turned aside at the last moment by the soldier's vibro-sword.
---------------------------------------------------

And so on and so forth. Any questions?


Last edited by Admin on Fri Oct 14, 2011 3:12 pm; edited 1 time in total
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Forum based combat - How To Guide (Tutorial) Empty Combat Rules Continued

Post  Admin Fri Oct 07, 2011 9:45 pm

Ok, I forgot to mention how dodge and parry will work. In a normal game, when someone attacks you, you can declare that you would like to spend an action to dodge the attack. To dodge or parry, you have to roll higher than the attackers attack roll. Now, after doing more in-depth reading, I've discovered that melee attacks and ranged attacks have different rolls to hit.

Melee: If the result is a four or less (counting bonuses), then the attacker misses.
Any roll above a four (4) hits the opponent. A roll of a natural 20 is an automatic hit. A roll of a natural 18-20 is considered a deadly blow. A deadly blow does double damage.

Ranged: If the result is seven or less (counting bonuses), then the attacker misses. Any roll above a seven (7) hits the opponent. A roll of a natural 20 is an automatic hit. A roll of a natural 18-20 is considered a deadly blow. A deadly blow does double damage.

Parry, Dodge or Entangle
Any time an attacker rolls a successful hit, the defender can choose
to parry, dodge, or entangle. The defender must match or roll higher than the attackers "hit roll". Parrying can be done automatically by anyone trained in any form of Hand to Hand combat. That means that the parry can be performed without wasting a melee attack. Non-combat trained characters will lose their next melee attack every time they parry.

NOTE: Bullets and energy attacks cannot be parried, but CAN be
dodged. Defending by dodging or entangling means automatically giving
up the next melee attack. Entangle means the character actually pins or snares an opponent's weapons or arm. The defender can only defend against attacks within his line of vision. Attacks from the rear cannot be parried, dodged or entangled.

Roll With Punch
If the attack is a blunt, physical attack (fist, foot, club, staff, etc.),
then the defender can attempt to Roll With The Punch. In order to roll
with punch, the defender must match or better the attacker's roll to
strike. Successfully rolling with a punch means the character takes half
damage. Successfully rolling with a knockout punch means the character
takes double damage, but is NOT unconscious or stunned. Rolling with
a death punch results in loss of half of all remaining S.D.C. and hit
points. Failing to roll with punch means taking full damage off of the
defender's S.D.C. and/or hit points. The same rules apply to falls as
well.
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