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<blockquote data-quote="GMMichael" data-source="post: 6233312" data-attributes="member: 6685730"><p><strong>Subchapter 8: Physical Conflict</strong></p><p></p><p>It always comes down to this, if your game-group has a little pent-up anger. Physical conflict, generally known as "combat," is the tactical attack-and-maneuver that determines who loses, and who walks away. Modos RPG makes combat a little abstract, which blurs some lines, but gives players the flexibility to do some creative things with their characters. This section discusses physical damage, positioning in combat, special combat actions, range, and the gear of war (armor and weapons).</p><p><u></u></p><p><u>Physical Damage</u>[sblock]</p><p> Since damage is the goal of combat, it is the first thing to discuss. The physical ability is very abstract; it is best described as a character's physical presence in the world. Since physical damage must be defined in terms of the physical ability, it is equally abstract. The simple way to understand physical damage is to see it as anything that brings a character closer to physical death. This can include, but is not limited to: injury, exhaustion, freezing, burning, poison, disease, and bleeding.</p><p></p><p> The best way to avoid physical damage is to prevent it. This protection can be provided by equipment or spells, but whatever the source, physical protection is represented by a die that gets rolled against every physical damage die, reducing the result. Since a damage source and protection source don't always match up, for example full plate mail isn't much good at protection against disease, the GM should adjudicate appropriately. But in the heat of battle, it's faster just to roll all the dice (or take half), do the math, and worry about the results later.</p><p></p><p> The next best way to avoid physical damage is to heal it. Natural healing, the removal of physical damage from the physical damage pool, occurs at a rate of 1 point per day. The GM is free to increase this rate if a character gets full bed rest or has another feature that would help him heal faster. Remember that physical damage doesn't necessarily reflect wounds or injuries, so one point of healing per day need not mean that an individual wound has closed up.</p><p><u>[/sblock]</u></p><p><u>Combat Posture[sblock]</u></p><p> Where a character stands in combat matters. If he's standing toe-to-toe with the enemy, he's likely to get hit a lot. If he's keeping distance, or putting some cover between himself and the enemy, he is more likely to live longer. These conditions, and more, are represented by combat posture.</p><p></p><p> In combat (and, less frequently, mental and metaphysical conflict) each character has a posture. This posture is an abstract statement of how aggressive a character is behaving. There are two primary postures: offensive and defensive. Since there are usually two sides to a fight, there will be four postures, or rows, in a battle: two for the PCs, and two for the NPCs. Movement between postures usually takes a single movement skill action.</p><p></p><p> Offensive posture, or the front row, describes when a character is close to, or assaulting, the enemy. Offensive posture is a great place for all types of attacks, since it's your closest position to the enemy. However, it's not the best for defense, since it's your closest position to the enemy! In this posture, melee and unarmed attacks deal 100% damage to offensive enemies, and 50% damage to defensive enemies. Magic and missile attacks deal 100% damage to both offensive and defensive enemies (see Table 8-2: Posture Chart).</p><p></p><p> Defensive posture, or the back row, describes when a character is taking precautions to avoid being hit. Defensive posture can represent anything involving defensive positioning, such as hiding behind a dumpster, staying behind allies, or going prone. In this posture, melee and unarmed attacks deal 50% damage to offensive enemies, and 0% (zero) damage to defensive enemies. Missile and magic attacks deal 100% damage to offensive enemies, and 50% damage to defensive enemies (see Table 8-2: Posture Chart). Characters in defensive posture cannot remain there indefinitely; if one side of a battle has no front row, or loses its last combatant in the front row, that entire side is then treated as being in offensive posture.</p><p> </p><p></p><p></p><table style='width: 100%'><tr><td>Attackers<br /> </td><td> <br /> </td><td> <br /> </td><td>Defenders<br /> </td></tr><tr><td>Defensive<br /> </td><td>Offensive<br /> </td><td>Offensive<br /> </td><td>Defensive<br /> </td></tr><tr><td> <br /> </td><td>Melee/Unarmed<br /> </td><td>100% dmg<br /> </td><td>50% dmg<br /> </td></tr><tr><td> <br /> </td><td>Missile/Magic<br /> </td><td>100% dmg<br /> </td><td>100% dmg<br /> </td></tr><tr><td>Melee/Unarmed<br /> </td><td> <br /> </td><td>50% dmg<br /> </td><td>0% dmg<br /> </td></tr><tr><td>Missile/Magic<br /> </td><td> <br /> </td><td>100% dmg<br /> </td><td>50% dmg<br /> </td></tr></table><p>Table 8-2: Posture Chart</p><p></p><p> When a conflict begins, the GM should have an idea of where everyone is just before they roll initiative. If there is a lot of space between the two parties, both sides may begin in defensive posture, and the GM should hold the front rows open long enough to give close-combat fighters a chance to move up. If it's reasonable that someone on either side is close enough to do 100% damage, put that character, and anyone near him, in offensive posture. Finally, if anyone started combat with a favorable defensive position, like standing near cover, or on top of a hill, put that character and those near him in defensive posture.</p><p></p><p> To end conflict, a character may decide to flee. Fleeing can be done only from defensive posture. To flee, a character must make a movement or sneak contest, and succeed against anyone trying to restrain him. Characters leaving the front row can be restrained with movement, fight-unarmed, or similar contests. Characters fleeing from the back row generally require magic, nets, or something more sinister to keep them in the battle.</p><p>[/sblock]</p><p><u>Special Postures[sblock]</u></p><p> A special posture exists for those combatants using terrestrial mounts, called "mounted" posture. When mounted, e.g. riding a horse, a character uses the following rules. Mounted characters use offensive and defensive postures as normal. However, a mounted character can use a handle animal action to charge defensive enemies, which allows him to make a single melee or unarmed attack against defensive enemies at 100% damage. A mount does not get a turn: it only acts when the rider first uses a handle animal action. If the rider wishes to allow the mount to attack, he must use a handle animal action, and the mount then takes a single action as though it were a normal combatant (similar to a reserve action during the rider's handle animal action) in offensive or defensive posture. While mounted, a rider may use the mount's movement skill in place of his own. Entering mounted posture from offensive or defensive posture requires a movement action.</p><p></p><p> Another special posture is for dragon riders, giant eagles, or airborne mages: flying. Characters who are flying take offensive or defensive postures as normal. However, changing posture while flying requires two movement actions, and the flying character can move to any posture he wants, including flanking postures. Flying creatures in defensive posture do not need to maintain a front row; they can remain defensive without one. </p><p></p><p> A flanking posture, or pincer attack, is a fifth or sixth row of combat. Flanking is what happens when a new offensive posture begins behind one side's defensive posture. This new posture treats their opponents' defensive posture as offensive, and the opponents' offensive posture as defensive, as shown in the following chart.</p><table style='width: 100%'><tr><td>Allies<br /> </td><td>Allies<br /> </td><td>Enemies<br /> </td><td>Enemies<br /> </td><td>Allies<br /> </td><td>Allies<br /> </td></tr><tr><td>Back<br /> </td><td>Front<br /> </td><td>Front<br /> </td><td>Back<br /> </td><td> <br /> </td><td> <br /> </td></tr><tr><td> <br /> </td><td> <br /> </td><td>Enemies<br /> </td><td>Enemies<br /> </td><td>Flank<br /> </td><td>Flank<br /> </td></tr><tr><td> <br /> </td><td> <br /> </td><td>Back<br /> </td><td>Front<br /> </td><td>Front<br /> </td><td>Back<br /> </td></tr></table><p>Table 8-3: Flanking Posture</p><p></p><p>A pincer attack can happen at the start of battle, if one side sneaks up on the other side. Without sneaking, the defenders always move to avoid a flank. If the battle starts with four rows, one side can create a flank by sneaking forces around its enemies. This requires fleeing, and successful sneak contests to see if the flankers are successful. One side can avoid a flank with successful detect contests. Once flanked, a character must flee through enemy lines to escape. To do so, the character picks a side through which to flee. He must succeed on two flee actions, and the enemy rows through which he chooses to flee are both treated as offensive posture, which gives them more tools to prevent the flight. The enemies on the opposite side are all treated as defensive, meaning they must use ranged means of preventing escape if they choose to do so. If the fleeing character fails one of the fleeing contests, his posture doesn't change: he remains where he chose to flee in the first place.</p><p></p><p> Obstacles are not a special posture per se; but they add effects to the battlefield that affect postures. Some obstacles slow characters down - which increases the number of move actions to change posture, or requires a certain level of movement contest for successful movement. Some obstacles just provide cover, potentially making offensive posture impossible. Others, like chasms or cliffs, prevent all close combat, which could prevent one side of the battle from having a front row, but allow a front row to the other side. Perhaps most dreaded is the dead-end: the defensive posture of one side cannot flee, but must instead try to breach enemy ranks as though they were flanked. There are no hard rules for obstacles, but GMs should include them on occasion to make combat more interesting.</p><p><u>[/sblock]</u></p><p><u>Range[sblock]</u></p><p> In Modos RPG, "almost" counts in horse shoes, hand grenades, ice wind spells, and explosive arrows. While exact distance between two points is rarely measured, there are several range categories that apply to ranged weapons and magic spells, making range useful, but not tedious. Time needed to move between ranges is up to the GM, but a general rule is to multiply each previous movement by two: one movement between close and short, two between short and medium, four between medium and long.</p><p></p><p> Close range: this is toe-to-toe distance. Close range is where melee takes place, where someone could hit you with a weapon at any time. Close range represents the distance between two adjacent rows in combat.</p><p></p><p> Short range: this is the boundary of most conflict. It's a good distance for using thrown weapons, bows, and pistols. Voices can be heard clearly at short range, and spells with a range of "short" can target anyone in defensive or offensive posture.</p><p></p><p> Medium range: opponents are just outside combat at this range. This is a good range for some spells and rifles, but melee weapons and thrown weapons are useless. Voices can still be heard at medium range, and this is where characters go when fleeing and flanking.</p><p></p><p> Long range: opponents could disappear from long range at any time. Bows cannot fire past this range, and magic spells generally become simple lightshows beyond here. Voices cannot be heard at long range, but high-powered rifles can!</p><p><u>[/sblock]</u></p><p><u>Weapons and Armor[sblock]</u></p><p> Weapons are physical tools used to damage things. Armor is the natural response, the protection, used to prevent damage. Using either in combat requires some special considerations.</p><p></p><p> Unarmed attacks: every character can make unarmed attacks. These are the bites, kicks, punches, claws, and head-butts. Unless otherwise improved, these attacks do 1d4 physical damage. Unarmed attacks cannot be used as multiple or double weapons, because extra effort and care are needed to get within striking range of an opponent.</p><p></p><p> Improvised weapons: some things are not supposed to be weapons, but they can do some damage if you're desperate. These do 1d4 damage, or more if they're heavy. However, the heavier a non-weapon is, the more difficulty that should be penalized to fight contests made with the object.</p><p></p><p> Missile weapons: these are most effective at close and short range. They can be used at medium or long range, but like with magic spells, distance penalties should apply to their attack contests. If medium or long range targets have no cover, the GM may allow 100% damage dealing. The downside to using missile weapons in combat is that they need to be reloaded, and they have limited ammunition. Thrown weapons take one action (move or fight) to ready another throwing weapon. Slings and bows take one action to reload, crossbows take two actions, and simple firearms take three actions to reload.</p><p></p><p> Multiple weapons: if a character isn't using a shield on his shield-arm, he has the option of using another weapon. Since heavy weapons require two hands, a character can use a medium weapon, or lighter, in his other hand. This secondary weapon grants him one extra fight action each round, to be made with only the secondary weapon. Double weapons are intended for making multiple attacks, so they also grant an extra attack as multiple weapons do.</p><p></p><p> Shield protection: shields prevent characters from taking damage. They do this by increasing a character's parry skill: his ability to avoid damage. This means that characters get no benefit from shields unless they reserve parry actions for using them.</p><p></p><p> Armor physical penalty: as armor gets heavier or more cumbersome, it offers more protection in exchange for a lower physical ability. Wearing light armor reduces a character's physical ability by 1, medium armor by 2, and heavy armor by 3. These losses are restored immediately after removing the armor.[/sblock]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6233312, member: 6685730"] [b]Subchapter 8: Physical Conflict[/b] It always comes down to this, if your game-group has a little pent-up anger. Physical conflict, generally known as "combat," is the tactical attack-and-maneuver that determines who loses, and who walks away. Modos RPG makes combat a little abstract, which blurs some lines, but gives players the flexibility to do some creative things with their characters. This section discusses physical damage, positioning in combat, special combat actions, range, and the gear of war (armor and weapons). [U] Physical Damage[/U][sblock] Since damage is the goal of combat, it is the first thing to discuss. The physical ability is very abstract; it is best described as a character's physical presence in the world. Since physical damage must be defined in terms of the physical ability, it is equally abstract. The simple way to understand physical damage is to see it as anything that brings a character closer to physical death. This can include, but is not limited to: injury, exhaustion, freezing, burning, poison, disease, and bleeding. The best way to avoid physical damage is to prevent it. This protection can be provided by equipment or spells, but whatever the source, physical protection is represented by a die that gets rolled against every physical damage die, reducing the result. Since a damage source and protection source don't always match up, for example full plate mail isn't much good at protection against disease, the GM should adjudicate appropriately. But in the heat of battle, it's faster just to roll all the dice (or take half), do the math, and worry about the results later. The next best way to avoid physical damage is to heal it. Natural healing, the removal of physical damage from the physical damage pool, occurs at a rate of 1 point per day. The GM is free to increase this rate if a character gets full bed rest or has another feature that would help him heal faster. Remember that physical damage doesn't necessarily reflect wounds or injuries, so one point of healing per day need not mean that an individual wound has closed up. [U][/sblock] Combat Posture[sblock][/U] Where a character stands in combat matters. If he's standing toe-to-toe with the enemy, he's likely to get hit a lot. If he's keeping distance, or putting some cover between himself and the enemy, he is more likely to live longer. These conditions, and more, are represented by combat posture. In combat (and, less frequently, mental and metaphysical conflict) each character has a posture. This posture is an abstract statement of how aggressive a character is behaving. There are two primary postures: offensive and defensive. Since there are usually two sides to a fight, there will be four postures, or rows, in a battle: two for the PCs, and two for the NPCs. Movement between postures usually takes a single movement skill action. Offensive posture, or the front row, describes when a character is close to, or assaulting, the enemy. Offensive posture is a great place for all types of attacks, since it's your closest position to the enemy. However, it's not the best for defense, since it's your closest position to the enemy! In this posture, melee and unarmed attacks deal 100% damage to offensive enemies, and 50% damage to defensive enemies. Magic and missile attacks deal 100% damage to both offensive and defensive enemies (see Table 8-2: Posture Chart). Defensive posture, or the back row, describes when a character is taking precautions to avoid being hit. Defensive posture can represent anything involving defensive positioning, such as hiding behind a dumpster, staying behind allies, or going prone. In this posture, melee and unarmed attacks deal 50% damage to offensive enemies, and 0% (zero) damage to defensive enemies. Missile and magic attacks deal 100% damage to offensive enemies, and 50% damage to defensive enemies (see Table 8-2: Posture Chart). Characters in defensive posture cannot remain there indefinitely; if one side of a battle has no front row, or loses its last combatant in the front row, that entire side is then treated as being in offensive posture. [TABLE] [TR] [TD]Attackers [/TD] [TD] [/TD] [TD] [/TD] [TD]Defenders [/TD] [/TR] [TR] [TD]Defensive [/TD] [TD]Offensive [/TD] [TD]Offensive [/TD] [TD]Defensive [/TD] [/TR] [TR] [TD] [/TD] [TD]Melee/Unarmed [/TD] [TD]100% dmg [/TD] [TD]50% dmg [/TD] [/TR] [TR] [TD] [/TD] [TD]Missile/Magic [/TD] [TD]100% dmg [/TD] [TD]100% dmg [/TD] [/TR] [TR] [TD]Melee/Unarmed [/TD] [TD] [/TD] [TD]50% dmg [/TD] [TD]0% dmg [/TD] [/TR] [TR] [TD]Missile/Magic [/TD] [TD] [/TD] [TD]100% dmg [/TD] [TD]50% dmg [/TD] [/TR] [/TABLE] Table 8-2: Posture Chart When a conflict begins, the GM should have an idea of where everyone is just before they roll initiative. If there is a lot of space between the two parties, both sides may begin in defensive posture, and the GM should hold the front rows open long enough to give close-combat fighters a chance to move up. If it's reasonable that someone on either side is close enough to do 100% damage, put that character, and anyone near him, in offensive posture. Finally, if anyone started combat with a favorable defensive position, like standing near cover, or on top of a hill, put that character and those near him in defensive posture. To end conflict, a character may decide to flee. Fleeing can be done only from defensive posture. To flee, a character must make a movement or sneak contest, and succeed against anyone trying to restrain him. Characters leaving the front row can be restrained with movement, fight-unarmed, or similar contests. Characters fleeing from the back row generally require magic, nets, or something more sinister to keep them in the battle. [/sblock] [U]Special Postures[sblock][/U] A special posture exists for those combatants using terrestrial mounts, called "mounted" posture. When mounted, e.g. riding a horse, a character uses the following rules. Mounted characters use offensive and defensive postures as normal. However, a mounted character can use a handle animal action to charge defensive enemies, which allows him to make a single melee or unarmed attack against defensive enemies at 100% damage. A mount does not get a turn: it only acts when the rider first uses a handle animal action. If the rider wishes to allow the mount to attack, he must use a handle animal action, and the mount then takes a single action as though it were a normal combatant (similar to a reserve action during the rider's handle animal action) in offensive or defensive posture. While mounted, a rider may use the mount's movement skill in place of his own. Entering mounted posture from offensive or defensive posture requires a movement action. Another special posture is for dragon riders, giant eagles, or airborne mages: flying. Characters who are flying take offensive or defensive postures as normal. However, changing posture while flying requires two movement actions, and the flying character can move to any posture he wants, including flanking postures. Flying creatures in defensive posture do not need to maintain a front row; they can remain defensive without one. A flanking posture, or pincer attack, is a fifth or sixth row of combat. Flanking is what happens when a new offensive posture begins behind one side's defensive posture. This new posture treats their opponents' defensive posture as offensive, and the opponents' offensive posture as defensive, as shown in the following chart. [TABLE] [TR] [TD]Allies [/TD] [TD]Allies [/TD] [TD]Enemies [/TD] [TD]Enemies [/TD] [TD]Allies [/TD] [TD]Allies [/TD] [/TR] [TR] [TD]Back [/TD] [TD]Front [/TD] [TD]Front [/TD] [TD]Back [/TD] [TD] [/TD] [TD] [/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [TD]Enemies [/TD] [TD]Enemies [/TD] [TD]Flank [/TD] [TD]Flank [/TD] [/TR] [TR] [TD] [/TD] [TD] [/TD] [TD]Back [/TD] [TD]Front [/TD] [TD]Front [/TD] [TD]Back [/TD] [/TR] [/TABLE] Table 8-3: Flanking Posture A pincer attack can happen at the start of battle, if one side sneaks up on the other side. Without sneaking, the defenders always move to avoid a flank. If the battle starts with four rows, one side can create a flank by sneaking forces around its enemies. This requires fleeing, and successful sneak contests to see if the flankers are successful. One side can avoid a flank with successful detect contests. Once flanked, a character must flee through enemy lines to escape. To do so, the character picks a side through which to flee. He must succeed on two flee actions, and the enemy rows through which he chooses to flee are both treated as offensive posture, which gives them more tools to prevent the flight. The enemies on the opposite side are all treated as defensive, meaning they must use ranged means of preventing escape if they choose to do so. If the fleeing character fails one of the fleeing contests, his posture doesn't change: he remains where he chose to flee in the first place. Obstacles are not a special posture per se; but they add effects to the battlefield that affect postures. Some obstacles slow characters down - which increases the number of move actions to change posture, or requires a certain level of movement contest for successful movement. Some obstacles just provide cover, potentially making offensive posture impossible. Others, like chasms or cliffs, prevent all close combat, which could prevent one side of the battle from having a front row, but allow a front row to the other side. Perhaps most dreaded is the dead-end: the defensive posture of one side cannot flee, but must instead try to breach enemy ranks as though they were flanked. There are no hard rules for obstacles, but GMs should include them on occasion to make combat more interesting. [U][/sblock] Range[sblock][/U] In Modos RPG, "almost" counts in horse shoes, hand grenades, ice wind spells, and explosive arrows. While exact distance between two points is rarely measured, there are several range categories that apply to ranged weapons and magic spells, making range useful, but not tedious. Time needed to move between ranges is up to the GM, but a general rule is to multiply each previous movement by two: one movement between close and short, two between short and medium, four between medium and long. Close range: this is toe-to-toe distance. Close range is where melee takes place, where someone could hit you with a weapon at any time. Close range represents the distance between two adjacent rows in combat. Short range: this is the boundary of most conflict. It's a good distance for using thrown weapons, bows, and pistols. Voices can be heard clearly at short range, and spells with a range of "short" can target anyone in defensive or offensive posture. Medium range: opponents are just outside combat at this range. This is a good range for some spells and rifles, but melee weapons and thrown weapons are useless. Voices can still be heard at medium range, and this is where characters go when fleeing and flanking. Long range: opponents could disappear from long range at any time. Bows cannot fire past this range, and magic spells generally become simple lightshows beyond here. Voices cannot be heard at long range, but high-powered rifles can! [U][/sblock] Weapons and Armor[sblock][/U] Weapons are physical tools used to damage things. Armor is the natural response, the protection, used to prevent damage. Using either in combat requires some special considerations. Unarmed attacks: every character can make unarmed attacks. These are the bites, kicks, punches, claws, and head-butts. Unless otherwise improved, these attacks do 1d4 physical damage. Unarmed attacks cannot be used as multiple or double weapons, because extra effort and care are needed to get within striking range of an opponent. Improvised weapons: some things are not supposed to be weapons, but they can do some damage if you're desperate. These do 1d4 damage, or more if they're heavy. However, the heavier a non-weapon is, the more difficulty that should be penalized to fight contests made with the object. Missile weapons: these are most effective at close and short range. They can be used at medium or long range, but like with magic spells, distance penalties should apply to their attack contests. If medium or long range targets have no cover, the GM may allow 100% damage dealing. The downside to using missile weapons in combat is that they need to be reloaded, and they have limited ammunition. Thrown weapons take one action (move or fight) to ready another throwing weapon. Slings and bows take one action to reload, crossbows take two actions, and simple firearms take three actions to reload. Multiple weapons: if a character isn't using a shield on his shield-arm, he has the option of using another weapon. Since heavy weapons require two hands, a character can use a medium weapon, or lighter, in his other hand. This secondary weapon grants him one extra fight action each round, to be made with only the secondary weapon. Double weapons are intended for making multiple attacks, so they also grant an extra attack as multiple weapons do. Shield protection: shields prevent characters from taking damage. They do this by increasing a character's parry skill: his ability to avoid damage. This means that characters get no benefit from shields unless they reserve parry actions for using them. Armor physical penalty: as armor gets heavier or more cumbersome, it offers more protection in exchange for a lower physical ability. Wearing light armor reduces a character's physical ability by 1, medium armor by 2, and heavy armor by 3. These losses are restored immediately after removing the armor.[/sblock] [/QUOTE]
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