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Combat proposal
Note: this document is for drafting the combat design and is a work in progress. We welcome your contributions!
Based on OA Basic rules (https://github.com/openadventure/Open-Adventure/blob/master/rulebook/biem/openadventure_basic.pdf) with some house rules to fit the mud setting.
Turn-based.
A standard roll in OA results in a number from -5 to 5. It is occasionally referred to on this page as std_roll.
- A combatant can gain Surprise if the adversary fails a perception check when the combatant initiates combat.
- All combatants declare their actions at the same time at the start of each turn.
- An Initiative roll is done to determine the order in which to apply actions and resolve combat for each turn.
Combat takes place on a range field, its length determined by the room’s terrain, size, and ambient conditions such as weather and light levels. The two sides in the battle start at opposite ends of the field.
Characters passing through the room must use a combat-initiating command to join (or a current combatant must target them from within the combat) at which point they are placed randomly at one end of the range field.
A PC group can travel in a formation (e.g. tanks in front and ranged attackers in back). If so, the group starts the battle arranged in the same way on the same end of the range field.
Within a turn, characters involved in combat declare their actions. Actions can include any number of "free" actions, two "half-turn" actions, one "full-turn" action, or one "half-turn" and one "full-turn" action. In the last case, the full turn action will complete during the first half-turn of the character's next turn, and that character will only be able to enter the second half-turn's action in their next turn.
We will not be implementing "Delayed Actions."
- Drop item
- Lie prone
- End spell - managed by combat spells themselves
- Select equipment effect - managed by equipment
- Use instant equipment effect/action - managed by equipment
- Speak - default implementation
- Emote - rpsystem implementation
- Pose - rpsystem implementation
- Melee/Ranged attack
- Kick attack
- Strike attack
- Dodge
- Move on range field
- Stand from prone
- Cast spell - managed by spells
- Get item - subclass of default command
- Wield item - subclass of default command
- Wear item - subclass of default command
- Use item - managed by items
- Use standard equipment action - managed by equipment
- Wrestle
- Tackle
- Light a torch
- Flee
Use Dexterity trait as attack rating.
- Kick - full turn action; -1 to attacker's defense next turn if the kick does not do at least 1 damage
- Strike - quarter turn action; allows two attacks per half-turn action
- Wrestle - full turn action; if successful, allows the attacker to change defender's wrestling position or perform martial throw (see p.88 OA Basic)
- Tackle - full turn action; only valid if attacker can move at least 4 spaces toward defender; if successful, change wrestling position by 2 OR knockback 2
Wrestling Positions
- standing
- clinching
- take-down
- pinned
Combatants move up or down through the wrestling positions one at a time unless tackling, which moves an opponent from standing directly to take-down. Once pinned, an opponent is defenseless and cannot take any actions until released.
Must be adjacent on range field, unless melee weapon has reach.
(Standard roll + attack rating) - (defender defense rating) = damage amount
(Standard roll + weapon range) = attack range
If target within attack range:
(Previous standard roll from range check + attack rating) - (defender defense rating) = damage amount
A combatant may choose to inflict a loss of Stamina points, rather than Health points, to subdue their opponent.
Initiating combat with subdue <target>
, as opposed to kill <target>
will set the "subdue" flag on the character and change the nature of their attacks from targeting HP to targeting SP.
Entering either subdue
or kill
are also available as free commands during combat to toggle a character's "subdue" flag.
For every +1 on a standard roll the combatant earns 1 PP which can be used to power weapon effects. Members of the Warrior archetype carry the advantage of starting each round with 2 PP prior to any attack rolls.
As the combat handler resolves each turn, any PPs earned in an attack are used to power any available effects on the weapon the character is carrying. Weapons may have more than one PP effect, and if so, commands will be available to select which effect is active at any one time.
Characters are allotted MV points at the start of each turn. MV points can be spent as a half-turn action to move along the range field. If movement points are exhausted, SP can be spent to move further in their place.
Characters may flee combat as a full-turn action with a chance of succeeding based on an escape skill check.
Room exits will not permit a character who is involved in combat to pass until they have successfully fled.
Having escaped combat, a character is safe from being attacked again for
(escape + std_roll) * 2s
where escape is the character's escape skill.
The hit target modifies the damage done. Damage assigned a target body part randomly or by weighted probability.
- Legs and feet = 1x damage
- Arms and hands = ½ x damage
- Torso = 1x damage
- Head = 2x damage
List of Conditions
- Bleed: Make a fortitude save for every bleed condition, if successful remove it, if not -1 HP
- Blind: -4 to attack and defense, ‘partial blind’ is -2
- Burning: -2 HP every 6 seconds
- Freezing: Fortitude save, if failed -1 Stamina and -1 to all saves for every Freezing condition
- Surprised: Take no actions this turn. Remove one surprise token at end of turn.
... -- conditions to implement will depend on gameplay (monsters, spells, abilities, etc.)