From: Kelwyn Osborn (k.osborn@canterbury.ac.nz)
Date: Mon 21 Jan 1991 - 09:56:33 EET
These rules do away with the round system that characterises most RPG's.
They work quite simply.
The combat system retains strike ranks and a record of these needs to be kept. At the initiation of combat, statements of intent are called for. This is done by asking the character that is the slowest DEX SR first, through to the character who is the fastest.
To calculate when a character attacks, you add its MEL SR + WEAPON STRIKE RANK + D3 + any penalities the GM decides are warranted (movement etc, see also Aimed Blows). The addition of the D3 breaks up the pattern of a character attacking on the same number of strike ranks.
Missile weapons are able to be fired every (DEX SR) x 2 + 2D3. It takes DEX SR + D3 to load the weapon and DEX SR + D3 to aim and fire it.
Bleeding, Asphyxiation etc Damage. Damage is taken every 12 strike ranks after the bleeding etc starts. (see later for more detail on bleeding)
Fatigue. One fatigue point is lost every 12 strike ranks after a character enters combat.
Parrying. A character may parry any attacks coming at him. If there is more than one opponent, then he can divide his parry amongst all the attacks.
Example :
Demetriose has a melee strike rank of 3 (SIZ SR 2 + DEX SR 1 = MELEE SR 3) and is using a Bastard Sword (1 Handed) and Shield. His statement of intent is to attack the bandit and parry his sword attack. The bandit has a melee strike rank of 5 and weapon strike rank of 2.
Demetriose rolls a D3 and gets 2. The bandit gets a 1. Demetriose's first attack is on strike rank 7 and the bandits is on 8. On strike rank 7 Demetriose hits the bandit reducing its left arm to -3 HP. The bandit will now bleed on strike rank 19,31,43 etc. Demetriose now states his next intent, rolls 3 on a D3 and will attack next on strike rank 15 (7 [this strike rank] + 3 [his melee strike rank] + 2 [weapon strike rank] + 3 [roll on D3] ). On strike rank 8 the bandit attacks and misses Demetriose. He rolls a 1 on the D3 and will next attack on strike rank 16. Moving on to strike rank 12 both combatants lose 1 fatigue point.
The combat continues.....
Additional changes to bleeding have been made. An arm, leg or head can bleed. If any location is reduced to negative hitpoints it has been damaged sufficiently enough to start to bleed. The character will lose 1 HP every 12 strike ranks until the bleeding is stopped. Bleeding stops when a successful CON roll is made, but if the character continues to fight it will require an additional CON roll each time it attacks or the bleeding starts again. If a character exits combat and performs first aid and stops the bleeding then the bleeding will not start again when the character re-enters combat.
Aimed Blows. To hit a "called location" a character must delay his attack D3 + 3 strike ranks in order to set him up. The attack is done at 50% of the attacker's weapon skill. If the die roll is 25% of the weapon skill, then the "called location" is hit. If the die roll is 26%-50% of the weapon skill then consult the chart below.
Location Die Roll Hit Location
Head 01-21 Right Arm 22-43 Left Arm 44-50 Chest 51-00 Miss Right Arm 01-25 Abdomen 26-42 Chest 43-50 Head 51-00 Miss Left Arm 01-25 Abdomen 26-42 Chest 43-50 Head 51-00 Miss Chest 01-13 Abdomen 14-27 Right Arm 28-42 Left Arm 43-50 Chest 51-00 Miss Abdomen 01-03 Chest 04-15 Right Arm 16-25 Left Arm 26-38 Right Leg 39-50 Left Leg 51-00 Miss Right Leg 01-21 Abdomen 22-50 Left Leg 51-00 Miss Left Leg 01-21 Abdomen 22-50 Right Leg 51-00 Miss
Characters splitting attacks (or parries or dodges) my split attacks between any number of opponents by dividing the relevant skill by the number of opponents. If the character is attacking multiple targets then his split attacks are separated by D3+1 strike ranks. The first of his next attacks is calculated from his last attack.
Characters with attacks at 100% or more reduce their attack strike by 1. A further reduction of 1 is made for each additional 100% in its attack. This is allowed until the character is attacking at his DEXSTR.
eg. After cutting the Bandit Demetriose is jumped from behind by two more bandits on SR 13. Demetriose whirls round parrying both attacks. The GM adds a penalty to Demetriose'a next attack of an additional 3 SR's making his next attack on SR 19. The bandits circle Demetriose and will next attack on SR 22 and 23. The first bandit seizes the opportunity to exit combat an tend to his bleeding arm. Spying this Demetriose leaps at his new foes splitting his attack between them (he will attack at 49% on SR 19 and 22). On SR 19 Demetriose lashes out at the second bandit hitting him squarely on the head reducing the head to -1. The bandit staggers back a couple of meters and slumps to the ground unconscious. Demetriose's second attack is parried firmly by the third bandit who replies with a slash damaging Demetriose's abdomen 3 points. A D3 rolls a 1 for Demetriose and a 3 for the bandit. Demetriose's next attack is on SR 28 and the bandits would be on 32, but being a coward and preferring easy prey the bandit opts to flee and starts to run on SR 28 (DEXSTR 3 + 3 on a D3). Demetriose could run after and catch him but lets him go. Threatening the injured bandit (who's desperately bandaging his arm) Demetriose cleans his blade, nods in satisfaction and continues down the road.
I've also been toying with an alteration to the advancement system. Players receive a tick for everything that they attempt in an adventure. At the end of the adventure the GM decides how many of these ticks a character may utilize. From an average performance in an adventure a character should be allowed to roll on four of these ticks. For harder adventures, better play the GM should allow characters to roll more than four ticks. Likewise, if characters perform poorly they should be penalized. This attempts to break up the skill check frenzy, ( I've only had one player attempt this ) and the jack-of-all-trades.
I also have started using luck points. Oooo, aaarrrggghh I hear you all say. Luck points are non-regenerable. A character starts off with D3+1 luck points. A luck point can be spent to bring about a small change in events eg : a character gets hit critically and only manages to special dodge. He decides to spend a luck point. The dodge then moves from a special to a critical. Like wise this can be done with all skills. One LUCK point can only change the success level to the next group. So:
Fumble -> Failure -> Success -> Special -> Critical
Two Luck points can change the success level by 2 etc. Once a LUCK point is used, it can never be regained.
Well, this article started off as being a small adjustment to the combat system and it seems that I've almost rewritten the entire game. I've test played the changes and they seem to hold up well. Any ideas, modifications etc will be greatly welcomed. Hope to hear some comments back.
Be seeing you,
Kelwyn
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