[Nexus] Quick combat overview

Aussiegamer

First Post
I will just use normal stance for this fight, for both fighters.



Adam and Eve:

Abilities:
Str: 14 +2
Dex: 15 +2
Con: 12 +1
Int: 10 +0
Wis: 16 +3
Cha: 10 +0

Toughness: 13 (14 +12 divided by 2) +1 (Class) = 14


Weapon:
Longsword (med/ slash) 2d8 (+2 strength) damage, threat 19-20, +2 To hit.

Armour Class:
Head: Iron helm (Med) AC: 17 DR: 4 [5]
Neck: AC: 16 DR: 0 [1]
Torso: Iron Curass (Med) AC: 17 DR: 4 [5]
Upper Right Arm: Chain (Lt) AC: 15 DR: 2 [3]
Lower Right Arm: AC: 14 DR: 0 [1]
Right Hand: AC: 16 DR: 0 [1]
Upper Left Arm: Chain (Lt) AC: 15 DR: 2 [3]
Lower Left Arm: AC: 14 DR: 0 [1]
Left Hand: AC: 16 DR: 0 [1]
Upper Right Leg: Chain (Lt) AC: 15 DR: 2 [3]
Lower Right Leg: AC: 14 DR: 0 [1]
Right Foot: AC: 16 DR: 0 [1]
Upper Left Leg: Chain (Lt) AC: 15 DR: 2 [3]
Lower Left Leg: AC: 14 DR: 0 [1]
Left Foot: AC: 16 DR: 0 [1]

So we have two equal fighters, Adam and Eve.


Standing next to each other when fight starts, weapons out, no surprise.

Adam wins initiative.

Adam's go
He takes a swing at Eve.

rolls
11 to hit
15 for area (lower right leg)

So has 13 to hit AC 14, a miss. Just a miss nothing else.

He attacks again [My system is doing away with full round attacks and allows two attack actions]
rolls
19 to hit for 21
9 for chest hit

So his 21 vs 17 means a hit. Not +10 or higher so a standard hit.

Damage
Its a very glancing blow (rolled 1,1) for 4 damage. [This is hard armour so no non-lethal transfer of damage.]
DR is 5, so armour is damaged for 4 points.

If it was 5 points of damage, the 5th point would have been ignored totally as it is a class skill DR.

Eve's go.

Annoyed having her new breastplate damaged swings at Adam.

Rolls
16 to hit, so 18
4 for area, right hand

So her 18 v 16 means a normal hit.

Damage
A strong blow does 15 points of damage to Adam. He has DR of 1 in that area, so a total of 14 points.

Adams toughness is 14, so it is a minor wound.

Adam makes his acrobatics check and stays standing. But is staggered for 1 full round, so until Eve's next go.

Staggered: Adam is not able to react as easily as before, his AC and To Hit have a –2 modifier, and skills at have a –4 modifier. This last for 1 full round.

Minor wound result
Hand- -1 STR and DEX, skills (for hand use only). Bleed –1 +1 for slashing = 0

New:
Str: 13 +1
Dex: 14 +2
(13 +14)/2 = 13.5, rounded down to 13 +1
This means his accuracy drops by 1 overall but AC stays the same.

No blood loss.

Adam's new toughness is only 11, -2 for the minor wound and -1 for Str drop.


Things are not looking good for Adam at this point.........


Thoughts??????
 
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Looks realistic and complete, but alway feel 'sci-fi games' should be more pacey?

Cant really tell my quick read through

Not sure how it will work if someone is in a vehicle, maybe someone is aerial and they are fighting 6 bad guys? A situation where maybe there is a lot of paperwork. Unless maybe u use something like original deadlands where u have a marker as a 'condition tracker' or somesuch?
 

This is a complete system..I am just after feel of the look of the combat. And thanks for those :)

Other than the changes to abilites for tracking in combat the actual combat itself is just as fast paced as the simplier systems like D&D or modern. I have play tested it and once everyone gets a handle on it, it runs pretty smoothly.



The way I play my games is that the players look after their own characters, so track their hit points and stuff. So the paperwork is really their end, but yes for NPCs it will be more paperwork.

I have found though as a GM that I tend to have a max of 4 NPCs any way.

I don't know how being in a vehicle or in the air would impact.

Unless its a critical hit on the cockpit or such they don't get injuried...can you explain what you meant please.
 

I have a hard time following this combat, as you don't bother to explain it very well (In my opinion). You just just give attack actions/damage, etc. and expect us to know exactly how your system works.

I'm assuming you calculate toughness with strength and con?

How many rolls are being made for each attack? I saw 2 numbers for each attack, is one an attack and one a hit location?

Damage totally loses me, as you haven't explained how how you're calculating it.

Why does Adam need an acrobatics check?

That's a ton of accounting, having to keep track of all those stats.

You've obviously put alot of thought into this, but your thoughts do the reader little use if you don't bother to tell them how this stuff works.
 

Sorry about the lack of details, I am after a feel if it seems to hard to do or not really. If I tried to explain every single little thing it would take up too much space and time really.

Thats why I tried to keep it simple, it is a d20 system still.

Toughness yes str and con.


Number of rolls: pretty much whats shown. A location 2d6 and a d20 for the TH.
There is no critical confirmation as if you exceed by 10 or 20 then you get a benefit, same goes for missed by 10 or 20 as well.
The a damage roll, as required. I did not include the rules I am bringing for d20 defence as well, instead of the take 10 used for the example.

yes the level of ability damage will impact on skills TH and AC, but that pretty easy to sort out as you go. Not that much more but yes your right more. But this occurs now for poisons and level loss etc in D&D, so its an expansion of those ideals.

Acrobatics check...I have a knock down affect for damage.

If your interested go download the material...its free! :D
 
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Aussiegamer said:
I don't know how being in a vehicle or in the air would impact.

I assume as people have hit location and specific armour at specific points, then so would vehicles? so if something is flying and hit in a certain location does it/it may have its flying ability reduced?

John
aka The NovaLord
 

arggh got ya....and I actually had this in the combat prior to my making the characters the same way...still working on that...as I am focusing on the characters right now.

But I will be using the same system as that is what I am aiming for, 1 system 1 rule set for all combats, from mouse v superstar planetiod death space craft...yes over kill but just to show the thought train.


PS great idea for the damage...thanks :D
 

DING!

oh my god! I just figured out that giving vehicles a toughness score means that small damage is ignored....hummmmmmmmmm! no for the rules to be smooth and easy...
 

i think small damage can be ignored

in d20 Blacknova 35 we use damage reduction a lot

so in one battle with the parties armed shuttle, a couple of enemy light gyrocopters, a medium enemy gun emplacement and some PC's simply on the ground with heavy weapons....

some hits just do absolutely neglible damage, and the same the other way in that some hits would be utter overkill...

i mentioned flight up above cos the scenario i outline above

gun emplacemnet is static
people move up 30ft/rnd
gyrocopters move up to 1800ft/rnd
in pratical terms the shuttle moves as far as it likes in a round.

The one struggle i have is keeping track of relative distances in 'atmospheric battles' ('space' seems easier)

anyway

wondered off-topic

sorry

John
 

nope not for me, all chat about problems and solutions is good.

yer but a system needs to have a way of showing that damage can be ignored. but it also needs a way to show that the armour is getting chewed up as well.

I suppose a DR to DI (damage ignored) might be the best way, but I need to havea good look at it.

yer distance, once you start talking vehicles, become more written distance than square to count. As the scale becomes silly at 5' or 2m / square.
 

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