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OOC: The hunt for the blue palace (Troika!/Yoon-Suin, full for now).
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<blockquote data-quote="Ancalagon" data-source="post: 7793619" data-attributes="member: 23"><p>So, on combat: Play by post can slow down the fastest of systems, so here is some advice to make it go a bit faster.</p><p></p><p>The <em>biggest</em> difference in combat between Troika! and D&D is that whenever you attack in melee, there is a contest, and you could get hit. So in a single round, in a simple duel between 2 characters, each character would attack once, there would be 2 contests, and 2 injuries will be dealt (with the exception of a draw on the contest). So if you get in a sword fight with someone, <em>somebody</em> is going to get hurt.</p><p></p><p>So if you attack someone, roll both your skill + fighting skill (if any) + 2d6, and the damage (1d6) just to make things go faster.</p><p>If I tell you your character is <strong>attacked</strong>, you again boll both your skill + fighting skill (if any) + 2d6, and the damage (1d6). You can literally be charged by a goblin only to have it impale itself on your sword.</p><p></p><p>Ranged combat is similar although there is no chance of instant retaliation - you hit them or your don't, and on their turn they rush you, run away, shoot you with <em>their</em> bow etch. So melee combat is a high risk, high potential damage situation. </p><p></p><p>Armor and/or shields don't help you avoid getting hit - that is all due to martial skills. However, they help <em>reduce</em> damage, by modifying the 1d6 damage dice. This can make <em>quite</em> the difference. A knife stab with a 6 rolled on the damage dice does 8 (!) points of damage, but if you wore modest armor (-2 on the roll), you're now looking at 2 points of damage. Someone is about to wreck you with a greatsword (rolled a 5 on the damage dice, looking at 12 incoming damage!) but you are wearing heavy armor? It's now a roll of 2, for 4 points of damage... so yeah, armor = good. (but it takes inventory room!).</p><p></p><p>A few of you have multiple skills that apply in combat (usually fist or a weapon). Fists work well in a fight if you have a good skill rating, but the damage is very low. I leave it up to you to decide how you will fight. </p><p></p><p>Lastly, [USER=6776182]@JustinCase[/USER] , your character has a very high Strength skill. You can use half of it (ie 2) as your "fighting skill", it represents literally bashing people around with sheer brawn. </p><p></p><p>The rule: </p><p>Strength</p><p>Used for lifting and breaking things. May also be used to grapple people if</p><p>no grappling-appropriate Weapon Skill is possessed, though it counts for</p><p>half rounded up.</p><p>6.8 Grapple</p><p>Roll Versus your opponent’s Wrestling Skill (or basic skill if no specific skill apply). If you win you may either</p><p>knock them to the ground or deal Damage as Unarmed and knock you</p><p>both to the ground (from throwing or tackling them). On a Mighty Blow</p><p>(7.4) you render them unconscious for 1d6 Rounds. If you fail to grapple</p><p>them they may deal Damage to you as though they had attacked you</p><p>normally whereas if you Fumble (7.5) they deal you a Mighty Blow.</p><p></p><p>As you can see, it's a bit of a risky move, but it's up to you (it's <em>great</em> in a bar fight). I'll also note it's a good move versus an opponent with a high weapon skill but poor wrestling skill.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7793619, member: 23"] So, on combat: Play by post can slow down the fastest of systems, so here is some advice to make it go a bit faster. The [I]biggest[/I] difference in combat between Troika! and D&D is that whenever you attack in melee, there is a contest, and you could get hit. So in a single round, in a simple duel between 2 characters, each character would attack once, there would be 2 contests, and 2 injuries will be dealt (with the exception of a draw on the contest). So if you get in a sword fight with someone, [I]somebody[/I] is going to get hurt. So if you attack someone, roll both your skill + fighting skill (if any) + 2d6, and the damage (1d6) just to make things go faster. If I tell you your character is [B]attacked[/B], you again boll both your skill + fighting skill (if any) + 2d6, and the damage (1d6). You can literally be charged by a goblin only to have it impale itself on your sword. Ranged combat is similar although there is no chance of instant retaliation - you hit them or your don't, and on their turn they rush you, run away, shoot you with [I]their[/I] bow etch. So melee combat is a high risk, high potential damage situation. Armor and/or shields don't help you avoid getting hit - that is all due to martial skills. However, they help [I]reduce[/I] damage, by modifying the 1d6 damage dice. This can make [I]quite[/I] the difference. A knife stab with a 6 rolled on the damage dice does 8 (!) points of damage, but if you wore modest armor (-2 on the roll), you're now looking at 2 points of damage. Someone is about to wreck you with a greatsword (rolled a 5 on the damage dice, looking at 12 incoming damage!) but you are wearing heavy armor? It's now a roll of 2, for 4 points of damage... so yeah, armor = good. (but it takes inventory room!). A few of you have multiple skills that apply in combat (usually fist or a weapon). Fists work well in a fight if you have a good skill rating, but the damage is very low. I leave it up to you to decide how you will fight. Lastly, [USER=6776182]@JustinCase[/USER] , your character has a very high Strength skill. You can use half of it (ie 2) as your "fighting skill", it represents literally bashing people around with sheer brawn. The rule: Strength Used for lifting and breaking things. May also be used to grapple people if no grappling-appropriate Weapon Skill is possessed, though it counts for half rounded up. 6.8 Grapple Roll Versus your opponent’s Wrestling Skill (or basic skill if no specific skill apply). If you win you may either knock them to the ground or deal Damage as Unarmed and knock you both to the ground (from throwing or tackling them). On a Mighty Blow (7.4) you render them unconscious for 1d6 Rounds. If you fail to grapple them they may deal Damage to you as though they had attacked you normally whereas if you Fumble (7.5) they deal you a Mighty Blow. As you can see, it's a bit of a risky move, but it's up to you (it's [I]great[/I] in a bar fight). I'll also note it's a good move versus an opponent with a high weapon skill but poor wrestling skill. [/QUOTE]
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OOC: The hunt for the blue palace (Troika!/Yoon-Suin, full for now).
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