From 41b2ab6c1c94ca61eceb59d5992ae2d6eb4e30aa Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Tue, 17 Jan 2023 17:51:04 +0100 Subject: [PATCH] replace standard initiative with an action point system --- combat.tex | 194 +++++++++++++++++---------------------------------- glossary.tex | 2 + 2 files changed, 65 insertions(+), 131 deletions(-) diff --git a/combat.tex b/combat.tex index 3447c707..b97ae733 100644 --- a/combat.tex +++ b/combat.tex @@ -2,6 +2,7 @@ \index{Combat} \label{combat} + \iftoggle{verbose}{ \begin{multicols}{2} @@ -9,144 +10,99 @@ These life and death rolls are handled somewhat differently from other tasks. Let's start with an overview of the basic features, then cover the details later. - A successful fight depends as much on proper pacing and timing as anything else. - - One player rolls Initiative for the players, and the \gls{gm} rolls Initiative for the monsters. - This initiative score forms a pool of points which everyone will use to attack, move, defend, et c. - - You engage a monster in a series of attacks. - When you win the roll, you deal damage, reducing the monster's \gls{hp}; when the monster wins, they deal damage to you.% - \footnote{It may at first feel odd not to have `attack and defence' rolls, but it cuts rolls which result in `nothing happens', and lets combat focus only on consequential results.} + You move to strike a bandit in the head with your axe. + Of course, when you attack him, that means he can attack you, so you make a resisted roll of Dexterity + Combat. + If you win, your axe tears into him; if you lose, his sword pierces your gut. - Once everyone's gets low, their actions start to take them into the negative. - People end up with -2, or even -4 Initiative, which then gives them a penalty to all actions. - Those few left on Initiative 1 have the ability to attack people when they have a serious penalty, and that means they can not only attack, but get a vitals shot, piercing enemies' armour, and monsters' thick hydes. + You spend 3 \glspl{ap} to swing your hefty axe, while he spends only 2 \glspl{ap} to use his sword. - Occasionally, \glspl{pc} and \glspl{npc} will cast spells, shoot projectiles, or employ combat maneovres, but mostly the basic dance of numbers -- Initiative, Attack, Damage -- will bring events to a close within a few (real-world) minutes. + You have only 1 \gls{ap} left, while the bandit has 3. + He attacks, and once you spend 3 \glspl{ap} to engage him, you find yourself with a total of -2 \glspl{ap}! + This gives you a -2 penalty to all actions, so his next attack will have you at a serious disadvantage. + \emph{However}, your companion interrupts the flow of combat to move in front of you, and defend you -- all the bandit's attacks must now go through you. + This costs your team mate 1 \gls{ap}, putting him on 0. \end{multicols} }{} + \section{Basic Combat} \begin{multicols}{2} -\subsection{Initiative} -\label{initiative} +\subsection{Attacking} -At the start of each \gls{round} the leader of each group rolls $2D6$ and the result is the group's Initiative.% -\footnote{The ``party leader'', here means `whoever rolls the Initiative dice first'.} -Each character then adds their \textit{Initiative Factor} (Speed Bonus + Weapon Bonus) to create a unique Initiative Score for the character. \iftoggle{verbose}{ - If you roll 5 and have a Speed Bonus of 1, your Initiative Score is 6. - Another character may have an Initiative Factor of 4, so their Initiative would be 9, because everyone in the group uses the same roll. -}{} + When combat begins, roll your Dexterity + Combat against \gls{tn} 7, plus the enemy's Dexterity + Combat. + Whoever wins deals damage, so it does not matter a lot who started it, only who ends it still standing. -\iftoggle{verbose}{}{ - \begin{figure*}[t!] - \footnotesize - \initiativechart - \end{figure*} + Of course, that \glsentryfull{tn} of 7 helps a lot, so attacking someone gives you a better chance of success than being attacked. + Getting the attack in first equates to a +1 bonus on the roll. +}{ + Attacks are resisted rolls of Dexterity + Combat. } -The \gls{gm} then counts downwards from the highest Initiative score. -When your number comes up, you can act. -Each time the character takes an action they pay a cost in Initiative -- once it reaches below 1 that character can no longer take standard actions. -You can spend as much as you like, and even go down to an Initiative score of -5, but once the Initiative count reaches 0, the round ends. - -The negative Initiative score also forms a penalty to all actions. -Characters at Initiative -2 suffer a -2 penalty to all rolls, movement, or anything else they might attempt. - -\subsection{Attacking} - -When you attack an opponent, you spend the Initiative for the attack, and roll $2D6$ + Dexterity + Combat. -The basic \gls{tn} is 7, but your opponent may raise this by resisting. - -\begin{exampletext} - That idiot at the bar has been talking shit about dwarves too long, so you tap him on the shoulder, and plant your fist in his face. - You have Dexterity +1 and Combat +2, so you roll $2D6 + 3$, and easily hit the \gls{tn} of 7. -\end{exampletext} - -\subsubsection{Damage} - -If you succeed, your weapon strikes against the enemy's body, damaging them. -You can inflict $1D6$ Damage, plus your Strength Bonus. - -\begin{exampletext} - Your first makes contact, inflicting $1D6$ Damage. - Without any Strength Bonus, you just roll the die, and hit a `4'. -\end{exampletext} - -\subsection{Reactions} - -Your opponent can react to an attack in three ways -- ignore it (and take what's dealt to them), block it, or try to \textit{Counter Attack}. +\subsubsection{Aggression} +\label{aggression} +\index{Aggression} -\subsubsection{Ignoring Attacks} +Animals use a \gls{skill} called Aggression. +It works exactly like the Combat \gls{skill} but only for unarmed attacks. -If someone ignores an attack, they do nothing. -If the opponent hits, they deal Damage as normal. +\subsection{\Glsfmtlongpl{ap} \& Initiative} -This costs 0 Initiative. +Everyone begins combat with 3 \glsentryfullpl{ap} plus their Speed Bonus. +Every action requires spending some number of \glspl{ap}. -\subsubsection{Blocking} +Once someone reaches 0 \glspl{ap}, they cannot take normal actions -- only \glspl{quickaction}. +Anyone on \emph{negative} \glspl{ap} receives a penalty to all actions equal to their penalty. -When enemies choose to block, they have to spend 2 Initiative, but they can add their Dexterity + Combat to your \gls{tn} to attack. -So if their Dexterity + Combat score were 3, your \gls{tn} to hit them would be 10, rather than 7. +\iftoggle{verbose}{ + If someone on 0 \glspl{ap} has to engage in combat and spend 3 \glspl{ap}, that puts them on -3 \glspl{ap}. + The next time they engage in an attack, they receive a -3 penalty to the roll, and go down to -6 \glspl{ap}, then -9 \glspl{ap}. +}{} -Actively blocking an attack costs 2 Initiative Points. +\subsubsection{Initiative \& Interruptions} -\begin{exampletext} - The man punches back at you, but you don't want to lose your Initiative points attacking. - You spend only 2 to defend yourself, while he goes down to -2, which gives him a -2 penalty to all other actions. -\end{exampletext} +Once combat starts, anyone can attack, move, or do whatever they want in any order\ldots at first. +However, if two characters both wish to act first, we resolve who goes first in the following order: -\subsubsection{Counter Attacks} +\begin{enumerate} -\iftoggle{verbose}{ - The best defence is a good offence. - When you bite someone, they might just bite you back first. - - \begin{exampletext} - While the man at the bar has a -2 penalty, you take a swing at him. - He has nothing to lose, so he tries to counter. - You roll, you miss, and now he has you in a grapple, on the bar's filthy floor. - \end{exampletext} -}{} + \item + Whoever currently has the most \glspl{ap}. + \item + Whoever has the highest Speed Bonus. + \item + Whoever has the highest Wits Bonus. + \item + Dice roll! ($1D6$ each) +\end{enumerate} \subsubsection{\Glspl{quickaction}} -\label{quickaction} -\Glspl{quickaction} can interrupt the usual Initiative priorities. -Any time someone attempts a \gls{quickaction}, they take their action immediately, even if they have a negative Initiative score. -If two characters interrupt the Initiative flow with \gls{quickaction} then whoever currently has the highest Initiative Score goes first. -\gls{quickaction} allow characters to guard someone as soon as they see an attack impending upon a friend, to defend against missile attacks, or to shout a few words. +\Glspl{quickaction} can interrupt all other actions. +They include speaking, moving, and defence (because even characters without any \glspl{ap} left will have to engage in Attack rolls). -Characters on less than 1 Initiative can continue taking \gls{quickaction}, but suffer a -1 cumulative penalty for each \gls{quickaction} below. +Disagreements about who goes first resolve with the usual Initiative rules. -For example, you can move, then Keep Edgy, even after you're too disoriented to attack anyone, but that movement will suffer a -1 penalty. -Meanwhile, Keeping Edgy requires no roll and has no associated numbers, so it does not incur any penalty. -However, defending oneself after this point would have a -2 penalty, and further \gls{quickaction} would suffer a -3 penalty. +\Glspl{quickaction} cost 1 \gls{ap} unless otherwise stated. -\iftoggle{verbose}{ - \initiativechart -}{} - -\subsection{Attack} -\label{attack} +\paragraph{Guarding} +allows any character to move up to 1 \gls{square}, position themselves in front of another player, and receive all attacks from their front. +Anyone attacking a guarded character must first make a standard combat roll against the guardian, and if that attack succeeds then deal no Damage, but have the option to make a second attack, as a \gls{quickaction}, against the guarded character. -To attack an opponent, you roll $2D6$ as usual, but only add your Combat \gls{skill}. -The \gls{tn} is 7 plus your opponent's Dexterity. +\paragraph{Moving} +lets the character travel up to 3 squares plus their Athletics Skill. +\paragraph{Speaking} +requires the usual 1 \gls{ap} expenditure. \iftoggle{verbose}{ - Your total bonus to attack (usually just your Combat Bonus), is known as the \textit{Strike Factor}. -}{} - -\subsubsection{Aggression} -\label{aggression} -\index{Aggression} - -Animals use a \gls{skill} called Aggression. -It works exactly like the Combat \gls{skill} but only adds to the Strike Factor, and never to Initiative or Evasion. + If any player tells another to act, stop, or guard them, they lose 1 \gls{ap}. + During combat, everyone should focus on the task at hand, and communicate sparingly, only when they need to say something vital. +}{ + This includes any time a player communicates during combat. +} \subsection{Damage} \index{Damage} @@ -184,36 +140,12 @@ This applies to all Damage, including magical Damage. It continues through all D This also applies to lower Damage, so `2 Damage', would be $1D6-2$ damage. -\subsection{Defence} -\label{defence} -\index{Active Defence} -\index{Passive Defence} - -When the enemy attempts to hit you, roll $2D6$ against \gls{tn} 8 plus your enemy's Strike Factor (this is generally their Combat score). -If you want to have an \gls{activeDefence}, you can spend 2 Initiative as a \gls{quickaction} to add your Dexterity Bonus, and any bonus from weapons. -Otherwise, a \gls{passiveDefence} means you just roll the dice, and hope for a good result. - -Characters on 0 initiative or below suffer a -1 cumulative penalty to defence for each additional defence action. - -Characters with a negative Evasion Factor must add it, even if they do not have an active defence. - -The total bonus to defence, including any bonuses from weapons, is called the \textit{Evasion Factor}. - -\iftoggle{verbose}{ - - Passive defence is a perfectly valid tactic -- you can rely on armour and luck (i.e. \glspl{fp}) for a while if you don't want to spend your Initiative. - -}{} - \subsection{Movement} \index{Movement} \label{movement} -By spending two Initiative, characters can run as a \gls{quickaction}, acting before all other actions. -Characters can run 3 squares plus their Speed Bonus during this time. -This movement can be chopped up into any number of pieces -- once the Initiative is spent, a character with Speed +1 might run only one square, then 2 more, then 1 more square later. - -Characters who spend the entire turn running can move 10 squares plus their Speed Bonus plus their Athletics \gls{skill} Bonus; so someone with Speed +1 and Athletics +1 would move 12 squares per turn of flat-out running. +By spending 1 \glspl{ap}, characters can run as a \gls{quickaction}, acting before all other actions. +Characters can move up to 3 squares plus their Athletics Skill during this time. \subsection{Hit Points} diff --git a/glossary.tex b/glossary.tex index 3a8a9c0d..74f6457a 100644 --- a/glossary.tex +++ b/glossary.tex @@ -114,6 +114,8 @@ \newacronym[description={The ``battery power'' of a magic user, which allows them to power spells},shortplural={MP}]{mp}{MP}{Mana Point} + \newacronym[description={A measure of actions someone can take in a round, based on how fast they can move and react},shortplural={AP}]{ap}{AP}{Action Point} + \newglossaryentry{init}{ name={Initiative Factor}, description={The bonus to the character's Initiative score, usually a combination of Speed + Weapon bonus + Combat Skill bonus} -- GitLab