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Skill Combat - quick combat resolution
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<blockquote data-quote="LostSoul" data-source="post: 5163890" data-attributes="member: 386"><p>Sure. Here is a quick example I wrote up while testing it out. I didn't do encounter distance or a reaction roll.</p><p></p><p>Encounter: a rogue and fighter are fighting a hobgoblin soldier.</p><p></p><p>2. start of round</p><p>3. declare actions</p><p>fighter: "I slash at him, at his weapon arm, up high while bringing up my shield to knock him back, forcing his guard up."</p><p>rogue: "I slip around behind him and my stilleto finds its way through an exposed gap in his armour."</p><p>hobgoblin: "He moves to the side, crashing shields with the fighter while keeping both of you in front of him, and he swings his flail at the fighter's leg hoping to give him a charly horse."</p><p>fighter: "In that case, I'll push him into the rogue, forcing him into the rogue's dagger. Oh yeah, and I focus all my concentration on him so if he even tries to move I'll stab him. The other stuff is the same - swing up high, shield up high, force his guard up high."</p><p>4. mods</p><p>fighter rolls tide of iron</p><p>rogue rolls deft strike, +2 for flankage</p><p>hobgoblin rolls flail.</p><p>5. DCs</p><p>fighter rolls against AC</p><p>rogue rolls against Ref</p><p>hobgoblin rolls against AC</p><p>6. Take Action</p><p>fighter: 26</p><p>rogue: 17</p><p>hobgoblin: 17</p><p>(rogue and hobgoblin roll init to determine who goes first and the rogue wins)</p><p>7. effects</p><p>fighter forces the hobgoblin back, gets his guard up high, deals 2 damage.</p><p>rogue stabs the hobbo, 2 damage +1 for sneak attack</p><p>hobgoblin strikes at the same time as the rogue kills him; he smacks the fighter in the leg, slowing him, dealing 2 damage.</p><p></p><p></p><p>Things to note:</p><p>In step 3 the fighter changes his declared action based on the hobgoblin's declared action. This is fine. He also makes sure to include his Mark and AO in his declared actions - otherwise they don't happen.</p><p></p><p>The fighter is trying to force the hobgoblin's guard up because his "encounter" power - Spinning Sweep - relies on him being able to get in under the hobgoblin's guard so he can sweep his legs out. Whenever that condition is met he can use that power. If he hits, the hobgoblin's guard is up, exposing his legs, and the fighter will be able to use Spinning Sweep.</p><p></p><p>In step 4 all modifiers are determined. The rogue gets +2 for flanking, because it's part of the description of his action. The fighter doesn't because the fighter isn't taking advantage of the flank. Even though the hobgoblin is trying to keep them both in front of him, the rogue still gets that bonus. It doesn't mean the rogue is actually flanking yet though.</p><p></p><p>(This is something I need to see more often in play to see if it works. The intent is to get players to engage with the fiction and describe actions that will provide bonuses.)</p><p></p><p>In step 6 everyone makes their rolls at the same time. The rogue and the hobgoblin tie the roll, so even though they both go at the same time they have to roll init to see if the rogue is able to flank the hobbo and be able to sneak attack.</p><p></p><p>Let me describe each case:</p><p>1. Rogue rolls higher: the rogue is able to flank. Doesn't mean he hits, though.</p><p>2. Hobbo rolls higher: the rogue doesn't flank; the hobbo is able to keep them both in front of him. Doesn't mean he hits or that the rogue misses.</p><p>3. They tie: we roll init to determine if the flanking goes down. The rogue wins so it does.</p><p></p><p>I probably need to explain this better in the text. The intent of the init roll is to determine conflicts like that, not so much "who goes first".</p><p></p><p>In step 7 the damage is really abstracted so that things resolve quickly. As a level 3 normal NPC the hobbo only has 4 "hits"; as level 1 PCs they do 2 damage on a "normal" attack (1[W] + good mod, basically) and the rogue gets an extra 1 damage for the sneak attack.</p><p></p><p>It's not supposed to be exactly the same as a normal fight - close is good enough. For example, in the playtest we ran through, the Infernal Pact Warlock was getting an extra 1 "hit" in temp HP for triggering his curse. A lot more that 3 HP, but whatever.</p><p></p><p>Because it's not exact, it's up to the players to decide when to use the normal combat system or this one.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5163890, member: 386"] Sure. Here is a quick example I wrote up while testing it out. I didn't do encounter distance or a reaction roll. Encounter: a rogue and fighter are fighting a hobgoblin soldier. 2. start of round 3. declare actions fighter: "I slash at him, at his weapon arm, up high while bringing up my shield to knock him back, forcing his guard up." rogue: "I slip around behind him and my stilleto finds its way through an exposed gap in his armour." hobgoblin: "He moves to the side, crashing shields with the fighter while keeping both of you in front of him, and he swings his flail at the fighter's leg hoping to give him a charly horse." fighter: "In that case, I'll push him into the rogue, forcing him into the rogue's dagger. Oh yeah, and I focus all my concentration on him so if he even tries to move I'll stab him. The other stuff is the same - swing up high, shield up high, force his guard up high." 4. mods fighter rolls tide of iron rogue rolls deft strike, +2 for flankage hobgoblin rolls flail. 5. DCs fighter rolls against AC rogue rolls against Ref hobgoblin rolls against AC 6. Take Action fighter: 26 rogue: 17 hobgoblin: 17 (rogue and hobgoblin roll init to determine who goes first and the rogue wins) 7. effects fighter forces the hobgoblin back, gets his guard up high, deals 2 damage. rogue stabs the hobbo, 2 damage +1 for sneak attack hobgoblin strikes at the same time as the rogue kills him; he smacks the fighter in the leg, slowing him, dealing 2 damage. Things to note: In step 3 the fighter changes his declared action based on the hobgoblin's declared action. This is fine. He also makes sure to include his Mark and AO in his declared actions - otherwise they don't happen. The fighter is trying to force the hobgoblin's guard up because his "encounter" power - Spinning Sweep - relies on him being able to get in under the hobgoblin's guard so he can sweep his legs out. Whenever that condition is met he can use that power. If he hits, the hobgoblin's guard is up, exposing his legs, and the fighter will be able to use Spinning Sweep. In step 4 all modifiers are determined. The rogue gets +2 for flanking, because it's part of the description of his action. The fighter doesn't because the fighter isn't taking advantage of the flank. Even though the hobgoblin is trying to keep them both in front of him, the rogue still gets that bonus. It doesn't mean the rogue is actually flanking yet though. (This is something I need to see more often in play to see if it works. The intent is to get players to engage with the fiction and describe actions that will provide bonuses.) In step 6 everyone makes their rolls at the same time. The rogue and the hobgoblin tie the roll, so even though they both go at the same time they have to roll init to see if the rogue is able to flank the hobbo and be able to sneak attack. Let me describe each case: 1. Rogue rolls higher: the rogue is able to flank. Doesn't mean he hits, though. 2. Hobbo rolls higher: the rogue doesn't flank; the hobbo is able to keep them both in front of him. Doesn't mean he hits or that the rogue misses. 3. They tie: we roll init to determine if the flanking goes down. The rogue wins so it does. I probably need to explain this better in the text. The intent of the init roll is to determine conflicts like that, not so much "who goes first". In step 7 the damage is really abstracted so that things resolve quickly. As a level 3 normal NPC the hobbo only has 4 "hits"; as level 1 PCs they do 2 damage on a "normal" attack (1[W] + good mod, basically) and the rogue gets an extra 1 damage for the sneak attack. It's not supposed to be exactly the same as a normal fight - close is good enough. For example, in the playtest we ran through, the Infernal Pact Warlock was getting an extra 1 "hit" in temp HP for triggering his curse. A lot more that 3 HP, but whatever. Because it's not exact, it's up to the players to decide when to use the normal combat system or this one. [/QUOTE]
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