Kregg said...
Anyway, Projectile Combat would be very similar; but first, you must ask yourself "What are the factors when you shoot/throw an object at an opponent?" Distance, Size, Movement, & Cover, right? The Attacker would still roll an Attribute Die & a Skill Die and add the shooting-distance-bonus (shotgun = +1, pistol = +2, rifle = +3, sniper rifle = +4, long-range artillery = +5, etc.). The Attacker must roll above the Distance, Movement, and Cover (AR); Defender will simply roll his Attribute Die to dodge, and add/subtract his Size bonus/penalty (depending on how big/small the Defender is). Here's what a Projectile Combat scenario would look like:
Conrad the Crossbowman's Attribute Die is a D6, his Crossbow Skill is D10, and his weapon's distance bonus is +2. His target is Ronny the Rogue--size level 7 (5 = an average 6' man, so he's a pretty BIG man) , running out in the open, wearing 30% armor (AR = +3). His Size gives him a -2 to dodge (2 above the average level of 5), but his AR gives him a +3. So, Conrad measures out the distance: 40 yards; plus, Ronny is running at a movement level of 3. Conrad must therefore roll above 7 (4 [40 yards] + 3 = 7), rolling his 2 dice (the Attribute Die & the Crossbow Skill Die). Ronny rolls his dodge with his Attribute Die (1 die), -2 (size level), & +3 AR (30% Armor Cover). [By the way, 100% Armor Cover would be +10 AR--"armor rating"; a roll above the AR means that the projectile hit the wearer somewhere where it didn't cover the wearer; a roll above the dodge, but below the AR means that it only hit the Armor, hence damaging the armor---any damage inflicted above the armor's penetration factor (PF) will go right through the armor and hurt the wearer; a roll below the dodge roll means that the projectile totally missed, doing no damage to both the armor and the wearer.]
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Showing posts with label Individual Combat. Show all posts
Showing posts with label Individual Combat. Show all posts
Monday, September 24, 2007
Tuesday, September 18, 2007
Combat Flow Chart: Fencing
Ron asked me to make a flow chart that mapped out what happens in a Fencing match. After attempting to make a flow chart I came to some basic conclusions. Here is the basic flow of action first:
- Opponents face off
- One opponent (Combatant A) will advance with an attack (usually a lunge or an advanced lunge)
- The other opponent (Combatant B) has to defend. [This is a formality in official Fencing. This rule tries to represent a real combat scenario where the weapons are deadly. In a real fight, combatant B most likely will be stabbed if he tries to counter immediately with an opposing attack without any type of defense.] His defense usually consists of two simultaneous actions; first, he steps back to increase the distance and provide more reaction time; second, he uses his own sword to parry.
- If the parry is successful, then Combatant B is now in a position to attack, which is called the reposte (basically a counterattack). An unsuccessful parry does not necessarily mean the attack was successful (the step back could have been enough to evade the attack). If the parry in fact is unsuccessful, Combatant A still has the opportunity to pursue attacking.
- When battling with real weapons, where one hit can potentially kill you, simultaneous attacks do not happen!!! (This is a big knock to the Simultaneous-Bridge Theory) A fist-fight or wrestling/grappling would be a better model for the aforementioned theory, because a single hit does not kill (typically).
- The attacker has the potential to attack repeatedly if not correctly parried. This means that the parry is more than just blocking or deflecting an attack. A parry is a way to gain the advantage. Basically, it is keeping your sword/foil in the inside or on top of the opponent's sword.
Labels:
Bridge Theory,
Combat,
Combat Flow Chart,
Counterattack,
Individual Combat,
Parrying,
Striking,
Sword
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