Combat: Difference between revisions

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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]].
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 does down to 0 [[HP]] 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.
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 ===
==== Initiative ====
For scenes without a [[Game Master]], try resolving initiative using the following rules in order:
For scenes without a [[Game Master]], try resolving initiative using the following rules in order:


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There is no bonus damage on surprise attacks, [[Combat#Initiative|Initiative]] is a significant enough advantage.
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 ===
Requires nothing but the ability to reach your target, uses [[Unarmed Damage]] or [[Melee Weapon#Damage|Melee Weapon Damage]].
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 ====
==== Damage ====
Each round of combat you deal the damage for your weapon + bonus damage from any disciplines.
Each round of combat you deal the [[Melee Weapon#Damage|damage for your weapon]] + bonus damage from relevant [[:Category:Disciplines|Disciplines]].


=== Ranged ===
=== Ranged ===
Requires a ranged weapon and a target within at most twice the range of the weapon.
Ranged attacks require a [[Ranged Weapon]], proficiency with the weapon and a target at a valid [[Ranged Weapon#Range|range for the weapon]].


==== Damage ====
==== Damage ====
Each round of combat you deal the damage for your weapon, half damage (round down) if above normal range.
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:

  1. If the attacker surprises the defender (less than two seconds from realization to attack): attacker goes first.
  2. If one party has more Celerity, they go first.
  3. If one party has more Physical Ability, they go first.
  4. 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.

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