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STANDARD COMBAT
A continuation of Marty's work, as authored by @Magivore, @Chief, and @OkaDoka.
[ ♫ ]
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While 'standard' and 'recommended' carry different connotations, we hope that this continuation
of an already much used and enjoyed system can find its place in Regalian CRP as a well-liked and
accepted standard form of combat, fair in its deviation and not lending either party an undue or
undeserved advantage in their attack and defense.
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ᴅᴇғᴀᴜʟᴛ:
Attack Roll:
1d(10 + (weapon prof ÷ 3) + (physical stat ÷ 7))
If you have points that go over 20, only add
them if your current opponent has less than 20.
Stop adding physical stat past 50.
Round.
Defense Roll:
1d(10 + (shielding prof ÷ 3 OR athletic training ÷ 3 OR weapon prof ÷ 7))
If you have points that go over 20, only add
them if your current opponent has less than 20.
Round.
Initiative is decided at the beginning of each combat scene
by use of a d20. He who rolls highest goes first.
&
If someone joins group combat midfight, they enter turn
order after the last person who emoted.
Polearms, staves, lashes, and pre-loaded ranged weapons
always go first, unless facing off against another weapon
on this list. In that case, they roll off against each other.
All characters start combat with 3 HP, unless previously
wounded. Use common sense here.
&
A new party entering combat does not restore the HP
of other participants.
&
A successful hit with a weapon lowers a target's HP by 1.
Instead of making an ordinary attack, you can bash, shove, or hilt-strike.
This bash attack, if successful, allows you to chain another
attack directly afterward with a +3 bonus to your offensive roll.
Failure to succeed on the bash attack, however, forfeits your turn.
Armour increases defense in the form of rerolls and buffs.
Padding & Leather --> +1 to defense rolls
Scale & Chain --> +2 to defense rolls
Splint & Halfplate --> 1 defense reroll, +2 to defense rolls
Fullplate --> 2 defense rerolls, +2 to defense rolls
&
Extra Heavy Weapons and Heavy Bows ignore armour rerolling and defense additives.
&
Puretek Quicksilver Quartershot ignores Padding & Leather.
Puretek Demishot ignores armour rerolling and defense additives.
Obey exceptions to any of the above rules if mutations or magic insist otherwise such as saving throws.
&
Obey logic and be willing to discuss intricacies (a dagger realistically wouldn't attack first against a pike),
but in case a conclusion can't be reached, "Argument Breakers" have been provided below.
╰───────────────────────────────────────────╯
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╰───────────────────────────────────────────╯
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╭───────────────────────────────────────────╮
╰───────────────────────────────────────────╯
A continuation of Marty's work, as authored by @Magivore, @Chief, and @OkaDoka.
[ ♫ ]
———————
While 'standard' and 'recommended' carry different connotations, we hope that this continuation
of an already much used and enjoyed system can find its place in Regalian CRP as a well-liked and
accepted standard form of combat, fair in its deviation and not lending either party an undue or
undeserved advantage in their attack and defense.
——————————
╭───────────────────────────────────────────╮
ᴅᴇғᴀᴜʟᴛ:
Attack Roll:
1d(10 + (weapon prof ÷ 3) + (physical stat ÷ 7))
If you have points that go over 20, only add
them if your current opponent has less than 20.
Stop adding physical stat past 50.
Round.
Defense Roll:
1d(10 + (shielding prof ÷ 3 OR athletic training ÷ 3 OR weapon prof ÷ 7))
If you have points that go over 20, only add
them if your current opponent has less than 20.
Round.
Initiative is decided at the beginning of each combat scene
by use of a d20. He who rolls highest goes first.
&
If someone joins group combat midfight, they enter turn
order after the last person who emoted.
Polearms, staves, lashes, and pre-loaded ranged weapons
always go first, unless facing off against another weapon
on this list. In that case, they roll off against each other.
All characters start combat with 3 HP, unless previously
wounded. Use common sense here.
&
A new party entering combat does not restore the HP
of other participants.
&
A successful hit with a weapon lowers a target's HP by 1.
Instead of making an ordinary attack, you can bash, shove, or hilt-strike.
This bash attack, if successful, allows you to chain another
attack directly afterward with a +3 bonus to your offensive roll.
Failure to succeed on the bash attack, however, forfeits your turn.
Armour increases defense in the form of rerolls and buffs.
Padding & Leather --> +1 to defense rolls
Scale & Chain --> +2 to defense rolls
Splint & Halfplate --> 1 defense reroll, +2 to defense rolls
Fullplate --> 2 defense rerolls, +2 to defense rolls
&
Extra Heavy Weapons and Heavy Bows ignore armour rerolling and defense additives.
&
Puretek Quicksilver Quartershot ignores Padding & Leather.
Puretek Demishot ignores armour rerolling and defense additives.
Obey exceptions to any of the above rules if mutations or magic insist otherwise such as saving throws.
&
Obey logic and be willing to discuss intricacies (a dagger realistically wouldn't attack first against a pike),
but in case a conclusion can't be reached, "Argument Breakers" have been provided below.
╰───────────────────────────────────────────╯
——————————
╭───────────────────────────────────────────╮
Any armour above leather + padding reduces chances to capturing an escaping opponent.
Wood, stone, and any other metal tools or armour do not affect the system whatsoever
(though obviously a wooden sword will not save someone from a real mace,
bronze and copper tools are usable).
Metalitra deals maximum possible damage to objects such as a discarded weapon or a table.
&
Blacksteel cannot be broken without Extra Heavy Combat or Heavy Bows.
&
Nightsilver does not impede the ability to flee, fight, or get back up from a prone position.
&
Skysteel adds +3 to defense rolls when made as armour and +2 to attack rolls when made as a weapon.
&
Black Iron tools will reduce the opponent's defense roll by -2 for the combat's duration on a successful hit, but will break on contact.
Wood, stone, and any other metal tools or armour do not affect the system whatsoever
(though obviously a wooden sword will not save someone from a real mace,
bronze and copper tools are usable).
Metalitra deals maximum possible damage to objects such as a discarded weapon or a table.
&
Blacksteel cannot be broken without Extra Heavy Combat or Heavy Bows.
&
Nightsilver does not impede the ability to flee, fight, or get back up from a prone position.
&
Skysteel adds +3 to defense rolls when made as armour and +2 to attack rolls when made as a weapon.
&
Black Iron tools will reduce the opponent's defense roll by -2 for the combat's duration on a successful hit, but will break on contact.
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╭───────────────────────────────────────────╮
Players may only attack once per round, but will almost always make defense rolls against other targets they can see.
Falling prone drops defense by -3 until the player gets up.
&
Wearing armour above padding + leather drops prone defense by -1 that stacks for each level above scale + chain.
&
Nightsilver ignores this stacking.
Players can only target multiple opponents if they can feasibly do so (such as a wide cleave from a sword or a multi-missile spell).
Hitting 0 HP means the player can no longer make attack rolls and, depending on their wounds, can no longer flee. Combat has officially ended unless the loser attempts to flee. Hovering or riding a mount ignores the inability to flee unless the subject is incapacitated or restrained.
&
Fleeing from battle is a defense roll against an attack roll, except failing the defense roll means you stay in combat rather than take damage (though being tackled or tripped is still possible)
&
Scale + chain and above is a -2 on the wearer's rolls, whether it be defense or attack, that stacks for each level of armour above scale + chain unless otherwise specified).
&
Nightsilver ignores this disadvantage.
HP cannot be artificially restored by leaving combat and entering back into it 30 minutes later.
Falling prone drops defense by -3 until the player gets up.
&
Wearing armour above padding + leather drops prone defense by -1 that stacks for each level above scale + chain.
&
Nightsilver ignores this stacking.
Players can only target multiple opponents if they can feasibly do so (such as a wide cleave from a sword or a multi-missile spell).
Hitting 0 HP means the player can no longer make attack rolls and, depending on their wounds, can no longer flee. Combat has officially ended unless the loser attempts to flee. Hovering or riding a mount ignores the inability to flee unless the subject is incapacitated or restrained.
&
Fleeing from battle is a defense roll against an attack roll, except failing the defense roll means you stay in combat rather than take damage (though being tackled or tripped is still possible)
&
Scale + chain and above is a -2 on the wearer's rolls, whether it be defense or attack, that stacks for each level of armour above scale + chain unless otherwise specified).
&
Nightsilver ignores this disadvantage.
HP cannot be artificially restored by leaving combat and entering back into it 30 minutes later.
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╭───────────────────────────────────────────╮
Magic users and artifacts will obey the wording of their documents.
Mages:
Use this system when using spells instead.
Do not use this system if you are just enchanting a weapon with status effects or the mage becomes a sentient weapon.
In the latter circumstance, the carrier's attack roll remains default unless the spell specifies otherwise.
Offensive Spells:
1d(10 + (magic proficiency ÷ 3) + 2).
Round down.
Defensive Spells:
1d(10 + (magic proficiency ÷ 3) + 2).
Round down.
Sorcerers:
Use this system when using spells instead.
Do not use this system if you are enchanting a weapon, such as Elemental Branding or Who Needs Skill?.
Offensive Spells:
1d(10 + (sorcery proficiency ÷ 4) + 2).
Round down.
Defensive Spells:
1d(10 + (sorcery proficiency ÷ 4) + 2).
Round down.
Magic users are purposefully overpowered to reflect their magical prowess.
&
Artifacts act as ordinary weapons that have their powers written into them.
Additional guidelines on the effects and abilities of certain spells in this system can be added if there is notable player interest.
Mages:
Use this system when using spells instead.
Do not use this system if you are just enchanting a weapon with status effects or the mage becomes a sentient weapon.
In the latter circumstance, the carrier's attack roll remains default unless the spell specifies otherwise.
Offensive Spells:
1d(10 + (magic proficiency ÷ 3) + 2).
Round down.
Defensive Spells:
1d(10 + (magic proficiency ÷ 3) + 2).
Round down.
Sorcerers:
Use this system when using spells instead.
Do not use this system if you are enchanting a weapon, such as Elemental Branding or Who Needs Skill?.
Offensive Spells:
1d(10 + (sorcery proficiency ÷ 4) + 2).
Round down.
Defensive Spells:
1d(10 + (sorcery proficiency ÷ 4) + 2).
Round down.
Magic users are purposefully overpowered to reflect their magical prowess.
&
Artifacts act as ordinary weapons that have their powers written into them.
Additional guidelines on the effects and abilities of certain spells in this system can be added if there is notable player interest.
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