Post by Emmarie on Nov 21, 2010 8:26:48 GMT -5
RaS Guide To Combat
The guide for spilling blood, and staying alive
The guide for spilling blood, and staying alive
There are a multitude of various combative situations within RaS. Ranging from the life or death struggle of an adventure or mission, the daily training spars between allies, the group flurry that is a mass spar, or even those brutal and quick to come brawls. This section is just going to outline those combats, and what you may or may not use within them.
A Few Combat Factoids
[/u][/size][/center]- In between adventures (or between modules) you may choose to train with each other through sparring, brawling or mass sparring.
- Just send the log when finished to (adarkorb) and it will be counted for you.
Label your log as such or it may not be counted:
Today's Date
Type of Combat
Combatants Ranks and Names
Who Proc & Log
Ending Score
Winner
- You don't have to save the log if you don't want to, but it's always good to keep up with your own points as we all make mistakes.
- You are welcome to spar hand to hand, practice weapons, magic, or all out with weapons; just no kill, permanent dmg or dismemberment. An NPC healer is available at all times at the arena, or Cair Rhyfellion.
- Combatants should decide beforehand what type of spar they are going to have and state clearly what is allowed before entering into a match.
- Initiative for only 2 combatants is always 1d20. For more than 2 the roll becomes 1d100.
Types of Combats
[/u][/size]- Brawl -
- Spar -
- Mass Spar -
- Mission & Adventure -
- Endurance Match (Thrown only on special occasion)-[/center]
The Matches In Detail
[/u][/size][/center]The Brawl
A brawl is just that, a throw down for no other reason than the one whom initiated it was having an off day. Maybe he or she just had the urge to punch somebody square in the teeth, maybe the target did something stupid or foolish, and maybe one that constantly gets slapped about the back of he head finally just has had enough. ONLY those with a Brawler Class may initiate a Brawl, though once it has started others may join in when prompted.
Rules
- Life is set at half dice (no set life)
- Rank Dice on Rank Dice (no set dice)
- The only Class Feature or Skill allowed in a brawl are as follows: Brawler Class perk, Dirty Fighter, & Taunt skills.
- No Magical Items of any kind (ones that do effects, + Numbers, or extra rollers)
How It Is Done
1) The Brawler walks into a place and seek out a target.
2) Walking up to the target they role play an attack, roll their dice after the attack.
3) After the attack the brawler states: (Brawl - Brawler Name V.S. Target Name - Fight or Stand Down?)
4) The one struck may choose to either fight back, or stand down.
Fight:[/b] They will enter into the brawl.
Stand Down:[/b] The person struck refuses to fight, and the brawl is ended right there.
5) Once target selects Fight or Stand Down, the Brawler who started this then may either post one of two things:
- (Closed Brawl) meaning only the initiator and the target are allowed to brawl.
- (Open Brawl) To which anyone else wishing to partake of this bloodbath would roll Initiative.
6) Once order is set, the scoreboard is posted and the combat carries on as normal
The Spar
The power of a fighter only grows through practice. The ability to know the limits of one's character are defined by what they learn through trial and hardship. The Spar is designed to allow the character the ability to hone their skills, strengthen their body, and for you the player to know what best works for you. You may have a Spar done with hand to hand, practice weapons, or the character's real weapons.
Rules
- Life may be either half dice, or an agreed number for both combatant that range from 25 as high as 100
- Your Rank Dice (no set dice)
- Class Features are allowed
- Skills are allowed (Though you may not use more than one at a time. No stacking a + attack & a 1d extra)
- Mages/Psions are allowed ONE registered spell per combat
- Magical Items & Enchanted weapons only allowed if BOTH parties agree to such
If both parties agree to the magical items and enchanted weapons the limit is:
* That the total attack and the total defense from the item can be no more than +5 attack & +5 defense (so a +5 item OR a +2 and +3, OR a +1 and a +4)
* One roller (1d3, 2d3, or 3d3)
How It Is Done
1) The two parties enter into the ring
2) They agree on item use and life. After which they would state:
(RaS Spar - Combatant 1 Name V.S. Combatant 2 - Life: the number they agreed upon - Dice: Rank Dice - Magic Items: either yes or no - Fighters State Name and Dice)
-The fighters do-
3) Initiatve is rolled (1d20)
4) Scoreboard posted, and the fight begins.
The Mass Spar
This is much like a normal Spar, save there are more moving parts. So in an effort to ensure a single Mass Spar does not take hours to complete, the things allowed are slightly different.
Rules
- Life is set at half dice (no set life)
- Rank Dice on Rank Dice (no set dice)
- No Class features allowed
- No Skills allowed
- No Magical/Enchanted Items allowed
How It Is Done
1) The parties enter into the ring
2) The Proctor states the following:
(RaS Mass Spar - Life: Is half dice - Dice: Rank Dice - No Class Features, Skills, Items, Magical/Enchanted Items - Fighters State Name and Dice)
-All the fighters do-
3) Initiatve is rolled (1d100)
4) Scoreboard posted, and the fight begins.
Mission & Adventure
These are the bread and butter of those within RaS. The reason we are here, the source of our pay, the place where we gain our strength.
Rules
- First and foremost, the GM has the first, last, final say. If you have an issue with how a GM is running something, bring it up to either (haloofnoire) or (feraiprince) and we will deal with it.
- Dice are Rank Dice (no set dice)
- Life is half your dice (though the GM could change it)
- Class features allowed
- Skills allowed
- Magic Items & Enchanted Items allowed
The Limit for enchanted items are as follows:
Total of + 5 Attack
Total of + 5 Defense
ONE roller type (1d3, 2d3, 3d3)
*Note: Below is a list of places you may hold/wear/carry items of a magical nature.
How It Is Done
- You show up, state name, rank, and dice.....and try not to die.
Magic/Enchanted Items & Their Locations
[/u][/size][/center]We are all allowed to have magical items, weapons with enhancements, and even just unique baubles that serve nothing more than add depth to a story. These are the places upon your person in which you may possibly carry them. If there is a limit to how many you may wear (in the case of rings, weapons and other things) it will be posted beside the slot area.
-- One headband, hat, helmet, phylactery, or set of earrings on the head
-- One pair of eye lenses, goggles, glasses or a mask on or over the eyes & face.
-- One brooch (worn on a shirt or vestment)
-- One amulet, medallion, necklace, or periapt around the neck
-- One vest, vestment, or shirt on the torso
-- One robe, breastplate or suit of armor on the body (over a vest, vestment, or shirt)
-- One belt around the waist (over a robe or suit of armor)
-- One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
-- One pair of bracers or bracelets on the arms or wrists
-- One glove, pair of gloves, or pair of gauntlets on the hands
-- One ring on each hand (or two rings on one hand)
-- One pair of boots or shoes on the feet
-- One weapon (unless you have Duelist, and you can use two)
-- One slot on weapon itself for gemstone, etc.
You can have MORE than this.... but you can only "activate" what is listed in combat or adventure. Think of it like a gun case, it may be full, but you generally will only take out one or two things for a particular trip.
Example: So say you have a pair of goggles that help you spot, and a pair of eye lenses that give you darksight. You need to remove the goggles and put in the lenses, you can't get the bonus for both at one time. If you have questions, ask.
The Chart for Hit Points
[/u][/size]Don't have a counter? No worries, we go by the standard chart for points, so you can either use your bot, or this graph below!
15-19 = 1
20-24 = 2
25-29 = 3
30-34 = 4
35-39 = 5
40-44 = 6
45-49 = 7
50-54 = 8
55-59 = 9
60-64 = 10
65-69 = 11
70-74 = 12
75-79 = 13
80-84 = 14
85-89 = 15
90-94 = 16
95-99 = 17
100 = 18
[/center]
The Questionnaire
[/u][/size]These are a listing of questions that have arisen regarding combat and the like. Hopefully it helps. If you have a question you do not see up here, and think it should, please contact (feraiprince) with it and he will gladly post it.[/center]
"What happened to the old +8 rule?"[/b]
It went the way of the dodo. The limits set by the specific types of combats dictate what may or may not be used.
"If I have items that already are above that +5 total rule what does that mean? For example, I have a +3 and a +3."[/b]
Well, you can do several things:
- Not take one of them.
- You can have the emporium knock down the enchantment upon one of the items by sending it to (feraiprince) and they will pay you back the difference
- You can buy another item so that your total for either Defense or Attack on items is only +5
Either way the total allowed by ITEM is a +5 (be it attack or defense)
"Why did Duelist get knocked down to only one time a combat?"[/b]
To make the game fair. Everyone else has only one chance to do such an effect, and most others require a save which would negate their ability all together.
"So you mentioned I can not stack skills, what can stack?"[/b]
In the cases of everything (Class, Skill, Magic/Enchanted Item) being allowed. You could stack the following:
Class Skill + Normal Skill + Item
"How many enchanted items can I use?"[/b]
You may use one or more items that boost your attack or defense so long as the total from the boost does not equal more than +5.
Meaning any of the combinations below:
+5
+4 and a +1
+3 and a +2
+2 and a +2
+2 and a +1
+1 and a +1
+1
"How do I keep score?"[/b]
Generally people use a proctor bot, or a dice counter that displays the total hit points from the roll before any bonuses apply. If nobody has one, you must do it the old school way. Math. You see what is rolled and use the chart listed above to find the total.
Example: Somebody rolls 2d60 getting a 36 and a 42.
The charts says that 35-39 = 5 and that 40-44 = 6.
5 + 6 = 11.
So the total score would be 11 BEFORE any other boosts were added.
"I have an Evade skill, that means I can dodge a fireball right?"[/b]
No. Your save against a spell would have saved you from that. Your evade has to be logical in use. You do not side step a spell. You can not duck behind a shield for a wall falling on you. You do not simply shrug off the effect of a dragon's tail swatting you like the gnat they see you as.
"When can I use an evade or reflect skill or spell?"[/b]
Anytime you take damage. You simply post something like:
(Skill: Evade skill name)
OR
(Spell: Name - Evade)
And then either right then, or on your next turn's beginning part of post you RP out your maneuver or casting.
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