Star Wars: Combat: Difference between revisions

From The Whereabouts
No edit summary
 
(3 intermediate revisions by 2 users not shown)
Line 6: Line 6:


==Actions==
==Actions==
When it's a character's turn to go, the character gets either one complex action or two simple actions. A character can make any number of free actions on their tick.
Actions are done like actions in the exalted system and are tracked with the tick system. Actions have a speed, no higher than 6, and a DV penalty. Multiple actions can be taken with flurries as per normal.
*Complex actions:
**Search a body
**Some force powers
*Simple actions:
**Reload blaster
**Fire blaster/thrown weapon attack
**Draw weapon
**Some force powers
**Melee or brawl attack
*Free actions:
**Verbal communication
**Switching gun mode between stun and kill
 
*When taking multiple simple actions the speed of the characters action is taken as the slowest of the simple actions taken. For a complex action it is whatever the speed of the complex action is.
*The DV penalty of all actions taken during a tick are added together and applied until DV refreshes. (Etc. Taking 2 simple actions with a DV penalty of -1 gives a -2 DV penalty until DV is refreshed.)


==Defense Value Calculations==
==Defense Value Calculations==
Line 28: Line 13:
*Parry DV: (Dexterity + ''ability'' + Defense of Weapon) / 2 rounded up
*Parry DV: (Dexterity + ''ability'' + Defense of Weapon) / 2 rounded up


'''Mental Defense Value Cal'''
'''Mental Defense Values'''
*Dodge MDV: (Willpower + Integrity) / 2 rounded up
*Dodge MDV: (Willpower + Integrity) / 2 rounded up
*Parry MDV: (''attribute'' + ''ability'') / 2 rounded up
*Parry MDV: (''attribute'' + ''ability'') / 2 rounded up
Line 36: Line 21:
*Lethal Soak: (1/2)Stamina + Armor
*Lethal Soak: (1/2)Stamina + Armor
*Aggravated Soak: Armor
*Aggravated Soak: Armor
==Long Ticks==
For online threads, it is not efficient to play out conflict on a tick-by-tick basis. Therefore I will introduce long ticks in such story sequences. A combat action will be rolled normally once, but that roll will represent more than a single action. A successful "hit" will help the combatant gain the upper hand (whatever that may mean in the context of the battle). Force skills will likely continue to be rolled normally. If, for example, within the long tick a Jedi wishes to use Telekenesis, that force action would still be rolled.
The mechanics of this system will vary from situation to situation and this section will be improved upon.

Latest revision as of 22:38, 8 March 2010

Star Wars:
Revised System

Stories

Characters

Combat

Initiative

Characters roll a join battle actions to establish the reaction count. Players roll Wits + Awareness with the highest count going on tick 1, others counting down from there. (Exactly like Exalted) Players may take Free Actions on their join battle actions, for people with the quick draw feat this includes drawing their weapon.

Actions

Actions are done like actions in the exalted system and are tracked with the tick system. Actions have a speed, no higher than 6, and a DV penalty. Multiple actions can be taken with flurries as per normal.

Defense Value Calculations

Defense Values

  • Dodge DV: (Dexterity + Wits + Dodge) / 2 rounded up
  • Parry DV: (Dexterity + ability + Defense of Weapon) / 2 rounded up

Mental Defense Values

  • Dodge MDV: (Willpower + Integrity) / 2 rounded up
  • Parry MDV: (attribute + ability) / 2 rounded up

Soak

  • Bashing Soak: Stamina + Armor
  • Lethal Soak: (1/2)Stamina + Armor
  • Aggravated Soak: Armor

Long Ticks

For online threads, it is not efficient to play out conflict on a tick-by-tick basis. Therefore I will introduce long ticks in such story sequences. A combat action will be rolled normally once, but that roll will represent more than a single action. A successful "hit" will help the combatant gain the upper hand (whatever that may mean in the context of the battle). Force skills will likely continue to be rolled normally. If, for example, within the long tick a Jedi wishes to use Telekenesis, that force action would still be rolled.

The mechanics of this system will vary from situation to situation and this section will be improved upon.