Combat: Difference between revisions
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Combat can be entered in two different ways: melee or ranged attacks. Note that Ranged Attacks can be used against characters already in melee. | Combat can be entered in two different ways: melee or ranged attacks. Note that Ranged Attacks can be used against characters already in melee. | ||
=== Combat Rounds === | |||
Each round is handled by each side in the combat dealing their [[Damage]] to the other (reduced by any [[Defense]]), and then vice versa. Who goes first is decided by [[Combat#Initiative|Initiative]]. | |||
When one party has taken more Damage than they have [[HP]] combat ends immediately, they don't get to finish that round. As such Initiative acts as a tie-breaker and reduces damage taken by one round if you were winning anyway. | |||
==== Initiative ==== | |||
For scenes without a [[Game Master]], try resolving initiative using the following rules in order: | |||
# If the attacker surprises the defender (less than two seconds from realization to attack): attacker goes first. | |||
# If one party has more [[Celerity]], they go first. | |||
# If one party has more [[Physical Ability]], they go first. | |||
# If all of that tied, flip a coin or play rock-paper-scissors over it. | |||
There is no bonus damage on surprise attacks, [[Combat#Initiative|Initiative]] is a significant enough advantage. | |||
==== Dealing Damage ==== | |||
Sum up the damage for all the characters acting on this side of the combat, [[Combat#Damage|Melee Damage]] or [[Combat#Damage 2|Ranged Damage]] based on what each character is using. That sum is the damage dealt. | |||
==== Taking Damage ==== | |||
While the attacking side is summing their [[Damage]], sum the [[Defense]] values for all characters acting on this side of the combat. | |||
Receive the sum of damage dealt from the attacking side, subtract the [[Defense]] sum, then divide the [[Damage]] evenly across all characters (round up if needed). | |||
=== Melee === | |||
Melee attacks require nothing but the ability to reach your target, uses [[Unarmed Damage]] or [[Melee Weapon#Damage|Melee Weapon Damage]] for the weapon you are using. | |||
==== Damage ==== | |||
Each round of combat you deal the [[Melee Weapon#Damage|damage for your weapon]] + bonus damage from relevant [[:Category:Disciplines|Disciplines]]. | |||
=== Ranged === | |||
Ranged attacks require a [[Ranged Weapon]], proficiency with the weapon and a target at a valid [[Ranged Weapon#Range|range for the weapon]]. | |||
==== Damage ==== | |||
Each round of combat you deal no, normal or double the [[Ranged Weapon#Damage|Ranged Weapon's Damage]], as instructed based on its [[Ranged Weapon#Range|Range]]. | |||
=== [[:Category:Mental Disciplines|Mental Disciplines]] in Combat === | |||
In combat there is both very little time and minds are racing so any finer control is impossible, but the few [[:Category:Mental Disciplines|Mental Disciplines]] that are all force will still work. For example: | |||
* Presence: Dread Gaze | |||
* Dominate: Command | |||
* Animalism: Crush the Beast | |||
* Presence: Majesty | |||
* Animalism: Drawing out the Beast | |||
[[Category:Combat]] | |||
Latest revision as of 20:01, 13 August 2025
Combat can be entered in two different ways: melee or ranged attacks. Note that Ranged Attacks can be used against characters already in melee.
Combat Rounds
Each round is handled by each side in the combat dealing their Damage to the other (reduced by any Defense), and then vice versa. Who goes first is decided by Initiative.
When one party has taken more Damage than they have HP combat ends immediately, they don't get to finish that round. As such Initiative acts as a tie-breaker and reduces damage taken by one round if you were winning anyway.
Initiative
For scenes without a Game Master, try resolving initiative using the following rules in order:
- If the attacker surprises the defender (less than two seconds from realization to attack): attacker goes first.
- If one party has more Celerity, they go first.
- If one party has more Physical Ability, they go first.
- If all of that tied, flip a coin or play rock-paper-scissors over it.
There is no bonus damage on surprise attacks, Initiative is a significant enough advantage.
Dealing Damage
Sum up the damage for all the characters acting on this side of the combat, Melee Damage or Ranged Damage based on what each character is using. That sum is the damage dealt.
Taking Damage
While the attacking side is summing their Damage, sum the Defense values for all characters acting on this side of the combat.
Receive the sum of damage dealt from the attacking side, subtract the Defense sum, then divide the Damage evenly across all characters (round up if needed).
Melee
Melee attacks require nothing but the ability to reach your target, uses Unarmed Damage or Melee Weapon Damage for the weapon you are using.
Damage
Each round of combat you deal the damage for your weapon + bonus damage from relevant Disciplines.
Ranged
Ranged attacks require a Ranged Weapon, proficiency with the weapon and a target at a valid range for the weapon.
Damage
Each round of combat you deal no, normal or double the Ranged Weapon's Damage, as instructed based on its Range.
Mental Disciplines in Combat
In combat there is both very little time and minds are racing so any finer control is impossible, but the few Mental Disciplines that are all force will still work. For example:
- Presence: Dread Gaze
- Dominate: Command
- Animalism: Crush the Beast
- Presence: Majesty
- Animalism: Drawing out the Beast