Star Wars: Combat: Difference between revisions

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(New page: ==Game Mechanics== ===Combat=== 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 t...)
 
 
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==Game Mechanics==
{{Infobox SWRevisedSystem}}
===Combat===
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.
*Complex actions:
**Search a body
*Simple actions:
**Reload blaster
**Fire blaster/thrown weapon attack
**Draw weapon
**Melee or brawl attack
*Free actions:
**Verbal communication
**Switching gun mode between stun and kill


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


'''Mental Defense Value Calculations'''
'''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
==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.

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.