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Grand Unified Theory: Modos RPG revision 1.3 thread
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<blockquote data-quote="GMMichael" data-source="post: 6436395" data-attributes="member: 6685730"><p>I just spotted this in Green Ronin's Song of Ice and Fire Roleplay, and thought it looked like a good idea. So here's the first draft of my "combat breakdown." Its purpose is to show the flow of combat in steps, and each step is explained elsewhere in the chapter.</p><p></p><p>Question: does it make sense? Does it convey the steps of combat in an understandable (yet not fully explained) way?</p><p></p><p>Combat Breakdown</p><p> In this example, two legionnaires, the PCs, have met two barbarians, and their earlier exchange has made it clear that fighting is inevitable. The general conflict rules will be augmented by the physical conflict rules to manage the speed and detail of the battle. Required steps are in bold.<p style="margin-left: 20px"></p> <p style="margin-left: 20px">1. <strong>Roll initiative</strong>. Each PC rolls an initiative contest for his character, and the GM rolls one or more contests for the NPCs.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">2. <strong>Establish surprise</strong>. If one side had caught the other off-guard, the GM would make small initiative changes.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">3. <strong>Count actions</strong>. Each character gets three actions per round.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">4. <strong>Take turns</strong>. The character with the highest initiative takes his turn first. In this case, a legionnaire draws a gladius.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">5. Respond to actions. While the legionnaire acts, the other characters may respond with actions. The barbarians respond by readying morningstars.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">6. Choose posture. The other PC uses his response to climb onto the Roman wagon, changing his combat posture from offensive to defensive. The other characters remain offensive. Simpler movements, like close combat footwork, don’t require actions.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">7. Attack. Still the first legionnaire’s turn, he attacks a barbarian with his gladius. He rolls a fight (melee) contest and his gladius damage. The other barbarian counterattacks with his response, so he also rolls fight (melee) and damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">8. Defend. The barbarian under attack rolls defend (parry) and his armor protection. His contest beats the PC’s fight (melee), so no damage takes place. However, the PC can’t defend while attacking, so he takes the damage rolled by the second barbarian. He reduces the damage by rolling his protection and subtracting that from the damage, and adds the difference to his physical damage pool.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">9. Combine actions. The legionnaire can combine actions during his turn, so he can choose to keep his previous fight (melee) contest if he wants to take the same action again. He decides that it was too low and rolls again. The barbarian decides that he won’t use an action to defend, saving one for later.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">10. <strong>End turns</strong>. The first PC has used all his actions, one to draw his weapon and two to attack. He says he’s done.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">11. Take half. The barbarians take their turns, and the GM decides to take half on their rolls to speed up play. The first barbarian passes on his turn, saving his last action for a defense if he needs it later. The second barbarian attacks the legionnaire in the wagon, and taking half gives him a 10 on his contest roll (before bonuses) and 4 on his damage roll. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">12. <strong>Round up</strong>. The PC in the wagon is in defensive posture, so after he subtracts protection from the 4 damage, he multiplies the remainder by 50%. If this reduces damage to a fraction, like 1.5, the PC must round up to 2.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">13. <strong>Minimum damage</strong>. If the PC’s protection roll had equaled or exceeded the 4 damage, a successful or uncontested attack still deals 1 damage.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">14. <strong>End the round</strong>. The barbarians end their turns, and the legionnaire in the wagon takes his turn. He readies his shortbow, and the GM allows him to nock an arrow in the same action. Then he attacks the barbarian near him, with a fight (missile) contest. That barbarian is too busy to defend, having used all his actions, so he protects against the damage and adds the rest to his pool. The other barbarian has one action left, and he’ll lose it if he doesn’t use it. So he responds to the legionnaire’s bow attack by attacking the first PC, who is too busy to defend. When the legionnaire ends his turn, all remaining actions are lost, and a new round begins.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">15. Flee or (don’t) die! On the next round, each character gets three more actions. One barbarian flees, costing two actions since he’s in offensive posture. The PCs let him go, to focus on the remaining barbarian. The barbarian and a legionnaire attack during the same action, and the damage fills their respective damage pools to the max. The GM decides that this reduces the barbarian to a bloody mess, who hits the ground and tries, pitifully, to crawl away. The PC decides what max damage means to his character, but whatever it is, he cannot take physical actions until he and the GM agree on how he’ll heal at least one physical damage.</p> <p style="margin-left: 20px"></p></blockquote><p></p>
[QUOTE="GMMichael, post: 6436395, member: 6685730"] I just spotted this in Green Ronin's Song of Ice and Fire Roleplay, and thought it looked like a good idea. So here's the first draft of my "combat breakdown." Its purpose is to show the flow of combat in steps, and each step is explained elsewhere in the chapter. Question: does it make sense? Does it convey the steps of combat in an understandable (yet not fully explained) way? Combat Breakdown In this example, two legionnaires, the PCs, have met two barbarians, and their earlier exchange has made it clear that fighting is inevitable. The general conflict rules will be augmented by the physical conflict rules to manage the speed and detail of the battle. Required steps are in bold.[INDENT] 1. [B]Roll initiative[/B]. Each PC rolls an initiative contest for his character, and the GM rolls one or more contests for the NPCs. 2. [B]Establish surprise[/B]. If one side had caught the other off-guard, the GM would make small initiative changes. 3. [B]Count actions[/B]. Each character gets three actions per round. 4. [B]Take turns[/B]. The character with the highest initiative takes his turn first. In this case, a legionnaire draws a gladius. 5. Respond to actions. While the legionnaire acts, the other characters may respond with actions. The barbarians respond by readying morningstars. 6. Choose posture. The other PC uses his response to climb onto the Roman wagon, changing his combat posture from offensive to defensive. The other characters remain offensive. Simpler movements, like close combat footwork, don’t require actions. 7. Attack. Still the first legionnaire’s turn, he attacks a barbarian with his gladius. He rolls a fight (melee) contest and his gladius damage. The other barbarian counterattacks with his response, so he also rolls fight (melee) and damage. 8. Defend. The barbarian under attack rolls defend (parry) and his armor protection. His contest beats the PC’s fight (melee), so no damage takes place. However, the PC can’t defend while attacking, so he takes the damage rolled by the second barbarian. He reduces the damage by rolling his protection and subtracting that from the damage, and adds the difference to his physical damage pool. 9. Combine actions. The legionnaire can combine actions during his turn, so he can choose to keep his previous fight (melee) contest if he wants to take the same action again. He decides that it was too low and rolls again. The barbarian decides that he won’t use an action to defend, saving one for later. 10. [B]End turns[/B]. The first PC has used all his actions, one to draw his weapon and two to attack. He says he’s done. 11. Take half. The barbarians take their turns, and the GM decides to take half on their rolls to speed up play. The first barbarian passes on his turn, saving his last action for a defense if he needs it later. The second barbarian attacks the legionnaire in the wagon, and taking half gives him a 10 on his contest roll (before bonuses) and 4 on his damage roll. 12. [B]Round up[/B]. The PC in the wagon is in defensive posture, so after he subtracts protection from the 4 damage, he multiplies the remainder by 50%. If this reduces damage to a fraction, like 1.5, the PC must round up to 2. 13. [B]Minimum damage[/B]. If the PC’s protection roll had equaled or exceeded the 4 damage, a successful or uncontested attack still deals 1 damage. 14. [B]End the round[/B]. The barbarians end their turns, and the legionnaire in the wagon takes his turn. He readies his shortbow, and the GM allows him to nock an arrow in the same action. Then he attacks the barbarian near him, with a fight (missile) contest. That barbarian is too busy to defend, having used all his actions, so he protects against the damage and adds the rest to his pool. The other barbarian has one action left, and he’ll lose it if he doesn’t use it. So he responds to the legionnaire’s bow attack by attacking the first PC, who is too busy to defend. When the legionnaire ends his turn, all remaining actions are lost, and a new round begins. 15. Flee or (don’t) die! On the next round, each character gets three more actions. One barbarian flees, costing two actions since he’s in offensive posture. The PCs let him go, to focus on the remaining barbarian. The barbarian and a legionnaire attack during the same action, and the damage fills their respective damage pools to the max. The GM decides that this reduces the barbarian to a bloody mess, who hits the ground and tries, pitifully, to crawl away. The PC decides what max damage means to his character, but whatever it is, he cannot take physical actions until he and the GM agree on how he’ll heal at least one physical damage. [/INDENT] [/QUOTE]
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