Star Wars: Combat: Difference between revisions
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*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. |
Revision as of 04:26, 16 July 2009
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Stories |
Characters |
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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 Value Cal
- 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.