Technical Draft - COMBAT -

Technical
Draft
- COMBAT This is a Technical Draft for concept and play testing purposes.
Please email Feedback/Suggestions/Criticisms to:
[email protected]
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
INTRODUCTION
Thank you for downloading this Technical Draft for the Echoes of SalvationTM role-playing game.
The purpose of this draft is to provide a resource through which the redesigned combat system
may be tested. This draft provides only a bare bones breakdown of the combat system and game
mechanics that, if successful, will be fully built upon and fleshed out in the completed product.
And, as such, various aspects such as range and placement in combat have not been included.
This is simply a test run of the proposed combat mechanic.
SETTING UP
Before you can begin testing the combat system, you will need the following items:
✗
A set of role-playing dice, preferably for each player, including the following: d4, d6, d8,
d10, d12, d20, d100.
✗
A copy of the combat test sheet, provided at the end of this document, for each player. You
will also need pencils and erasers for working with these.
Once you have these items, each player completes their combat test sheet as follows:
1) PERSONAL STATS
Under Personal Stats there are four main black boxes, each with various adjustments
listed next to them. These are:
✗
✗
✗
✗
Agility – This represents a character's nimbleness, reflexes and speed.
Insight – This represents a character's general perception and awareness.
Might – This represents a character's physical strength.
Vigour – This represents a character's physical health and toughness.
For each of these values, Agility (AGL), Insight (INS), Might (MGT), and Vigour (VGR), roll
2d20 and enter the result in the appropriate space after each attribute.
If a player wishes, he or she may subtract 1 from one attribute in order to add 1 to any
other attribute. This can be done as often as desired until that player is happy with their
scores. However, a score cannot be taken below 1, or above 44.
Once a player is happy with their attributes, look up the corresponding adjustments from
the tables on the following page and enter the listed values in the appropriate areas. The
yellow highlighted line represents the attribute range for the average normal, fit, healthy
person.
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
AGILIT Y
SR Mod
Def Mod
Speed
Attacks
1
2
3 to 6
7 to 10
11 to 16
17 to 25
26 to 31
32 to 35
36 to 37
38 to 39
40
41
42
43
44
-4
-3
-2
-1
--------+1
+1
+2
+2
+3
+4
+5
-4
-3
-2
-1
----+1
+1
+2
+2
+3
+3
+4
+5
+6
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
-1
-1
-1
------------+1
+1
+1
+1
+1
+2
INSIGHT
Initiative
MIGHT
1
2
3 to 6
7 to 10
11 to 16
17 to 25
26 to 31
32 to 35
36 to 37
38 to 39
40
41
42
43
44
-4
-3
-2
-1
------+1
+2
+3
+4
+5
+6
+7
+8
1
2
3 to 6
7 to 10
11 to 16
17 to 25
26 to 31
32 to 35
36 to 37
38 to 39
40
41
42
43
44
Phy Dmg
Adj
-4
-3
-2
-1
------+1
+1
+2
+2
+3
+3
+4
+5
VIGOUR
Vitality
1
2
3 to 6
7 to 10
11 to 16
17 to 25
26 to 31
32 to 35
36 to 37
38 to 39
40
41
42
43
44
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
T hreshold
Dice
1d4+1
1d4+1
1d4+1
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4
1d4-1
1d4-1
1d4-1
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
The player then determines his or her Vitality, Wounds, and Threshold as follows:
✗
Vitality is set by the value determined by the player's VGR attribute. This value
represents how much damage a character can take before dying.
✗
Wounds begin at zero. (i.e. the character has not yet suffered any damage.)
✗
Threshold is determined by rolling the player's Threshold dice and subtracting
the result from their Vitality score. This represents how much damage a character
can take before they start suffering injury penalties.
✗
None of the Threshold Penalties are marked at this time.
2) WEAPONS & ARMOUR
Players may choose up to two of the following weapons for their characters:
WEAPON (1 Hand)
Type
P/S
SR Mod
Dagger
-
QTY
Damage
1d4+2
Penetration
-
ARMOUR
1
Padded Chained Cloth
SR Mod
WEAPON (1 Hand)
Type
P/S
SR Mod
Longsword
-
WEAPON (2 Hands)
Type
S
SR Mod
Damage
QTY
1d8+5
Sickle-Scythe
-3
Penetration
QTY
Damage 1d12+12 Penetration
3
-1
Penetration
Resist.
Type
P/S
SR Mod
Throwing Axe
-
WEAPON (2 Hands)
Type
S
SR Mod
Damage
1d6+6
Battle Axe
-2
Damage
QTY
Penetration
QTY
1d8+12
Penetration
Type
C
SR Mod
Battle Maul
-2
WEAPON (1 Hand)
Type
R
SR Mod
QTY
Damage 1d10+10 Penetration
Carbine
-
Damage
QTY
1d6+7
Penetration
7
Soft Riveted Leather
10
3
Type
R
SR Mod
Hand Cannon
-
Damage
1d8+12
QTY
Penetration
-1
Penetration
Resist.
Def Mod
P
AV
-
ARMOUR
6
Splint Mail
6
-3
Penetration
Resist.
Def Mod
S
AV
-
ARMOUR
4
Full Fitted Plate
SR Mod
WEAPON (2 Hands)
AV
ARMOUR
SR Mod
WEAPON (2 Hands)
C
SR Mod
WEAPON (1 Hand)
Def Mod
7
Penetration
Resist.
-2
Def Mod
R
AV
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
+1
2
7
+3
10
+3
12
This Product is for personal, non-commercial use only.
3) COMBAT STATS
Characters have an Attack Level (AL) and Defence Range (DR) which determines their
capability to attack targets and defend themselves respectively. These values are normally
determined during character creation by the starting profession chosen by the players for
their characters. However, for the purpose of play testing, each player may choose any
combination of AL and DR for their characters from the possibilities listed following:
Very Weak Attack (for spiritual characters
with main focus on powerful prayers/magic)
AL
Weak Attack (for non-combat specialised
characters such as technicians/thieves)
0
AL
Standard Attack (for characters
especially good nor bad at combat)
AL
Strong
Attack
(for combat based
characters such as archers/bounty hunters)
AL
5
neither
10
Very Strong Attack (for combat specialists
such as warriors/weapon masters.)
15
AL
20
Very Weak Defence
(for spiritual characters with main focus on powerful prayers/magic)
DR
Light
0
Standrd
1 / 21
Superior
22 / 42
Crucial
43 / 63
Deadly
64
Weak Defence
(for non-combat specialised characters such as technicians/thieves)
DR
Light
5
Standrd
6 / 26
Superior
27 / 47
Crucial
48 / 68
Deadly
69
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
Standard Defence
(for characters neither especially good nor bad at combat)
DR
Light
10
Standrd
11 / 31
Superior
32 / 52
Crucial
53 / 73
Deadly
74
Strong Defence
(for combat based characters such as archers/bounty hunters)
DR
Light
15
Standrd
16 / 36
Superior
37 / 57
Crucial
58 / 78
Deadly
79
Very Strong Defence
(for combat specialists such as warriors/weapon masters.)
DR
Light
20
Standrd
21 / 41
Superior
42 / 62
Crucial
63 / 83
Deadly
84
It should be noted that, using the various values contained in this technical draft,
players should not be able to score Crucial or Deadly hits when attacking. Crucial
and Deadly hits come into play as characters increase in combat ability and thus
are faced with opponents with much greater or lesser proficiency than themselves.
Finally, a character's Strike Roll Modifier (SR Mod), Defence Modifier (Def Mod), and
Absorption Value (AV) are determined as follows:
✗
SR Mod – This is determined by adding together the total of all SR Mods affecting
the character as determined by AGL, weapons and armour. This is a character's
Total SR Mod and is the SR Mod value used when determining attacks made by the
player.
✗
Def Mod – This is determined by adding together the total of all Def Mods affecting
the character as determined by AGL, weapons and armour. This is a character's
Total Def Mod and is the value used when determining attacks made against the
player.
✗
AV – This value is simply the AV granted by a character's armour currently being
worn. Without armour, or any form of protection, this value is zero.
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
COMBAT SEQUENCE
During game play, combat is divided into rounds, and each round is determined as follows:
1. Determine Initiative:
Each player rolls for Combat Initiative.
a) Roll 1d10 and add the result to the characters Speed (as determined by AGL).
b) Add any Initiative adjustment (as determined by INS).
c) The result is that character's Combat Initiative.
✗
✗
✗
Combat now divides into separate turns for each player.
Turns are taken in order of Combat Initiative, with the player with the highest
value acting first, then the player with the second highest value, then the player
with the third highest value, and so on until all combatants have taken their turn.
Players with identical Combat initiative take their turns at the same time.
2. Attacking
During a player's combat turn, they may attack one target with each of their attacks
(as determined by AGL).
a) Declare the target to be attacked and the weapon/weapons to be used.
b) Roll 1d20 and add the result to the attackers AL. Modify this value by adding the
attacker's SR Mod and subtracting the defender's Def Mod. The result is the attacker's
Strike Roll.
c) Match the attacker's Strike Roll with the defender's DR. This will result in a Light,
Standard, Superior, Crucial, or Deadly hit. Should the Strike Roll fall below the value
listed for a Light hit, the attack has missed and does not strike the defender.
✗
Light Hit – Prevents penetration. Attacker's weapon penetration treated as 1 for
determining damage.
✗
Standard Hit – No special adjustment. Damage calculated as normal.
✗
Superior Hit – Double penetration. Attacker's weapon penetration treated as
double for determining damage.
✗
Crucial Hit – Weapon penetration value is added to damage dealt.
✗
Deadly Hit – Target is instantly killed. No reaction allowed.
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
3. Determine Damage
Should a player land a successful attack, the damage of the attack must then be
determined.
a) Roll for weapon damage (as determined by weapon used), adding physical damage
adjustment for melee attacks (as determined by MGT).
b) Subtract defender's AV from the result. If this reduces the result below 1, it is now
set at 1. (Attacks that successfully hit always do damage, even if minuscule.)
c) If the result is now less than the weapon's penetration value, the result is instead
increased to the weapon's penetration value.(i.e. an attack does 7 damage and is
reduced to 2 by the defender's AV, but the weapon used has a penetration value of 4,
increasing the damage done to 4.)
Note: If a character's weapon penetration is higher than the initial damage roll, the
damage done is only increased to the initial roll and not the weapon's penetration value.
(i.e. an attack does 5 damage and is reduced to 1 by the defender's AV, but even though
the weapon has a penetration value of 7, the damage done is only increased to 5.)
d) Skip step c) above if the defender's armour is resistant to penetration from the
attackers weapon type. In such a case, the damage remains at it's reduced value.
e) If the attacker scored a Crucial Hit, the penetration value of the weapon is now ADDED
to the damage done. This reflects the severity of the hit struck.
f) The resulting damage is now added to the defender's Wounds.
4. Counter Attacks
When a player is attacked, they may attempt to counter attack.
a) Both the defender and the attacker roll 1d100 and add the result to their AGL
attributes.
b) If the defender's result is higher, he or she is granted a free attack against the attacker.
This free attack cannot be counter attacked.
c) If the attacker's result is higher, the defender's counter attack attempt fails, and the
attacker is allowed a free second attack against the defender. This free second attack
cannot be counter attacked.
5. Completing Combat
Once all player's have taken their turn, the round of combat is over and a new round
begins. This process continues until the battle has been resolved.
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.
This Product is for personal, non-commercial use only.
HEALTH & DAMAGE
Each character has a Vitality score which determines how much damage they can take before
dying. As character's take damage in combat, they accumulate Wounds. Should a character's
Wounds ever equal or exceed their Vitality, they have been killed.
THRESHOLD
Each character gas a Threshold value. This value determines how much damage they can take
before suffering negative effects from their injuries. Once a character breaches their Threshold,
they are very close to death.
On the Combat Test Sheet, there is a listing for threshold penalties. As Threshold penalties
accumulate, the appropriate circle is filled in.
Threshold works as follows:
✗
When a character first takes damage that would raise his or her Wounds above their
Threshold, regardless of the damage done, that character takes only enough damage to
raise their Wounds 1 unit above their Threshold. (i.e. A character has a Threshold of 10
and takes enough damage to raise their Wounds to 13. Instead, the character's Wounds are
set to 11 and they gain the first Threshold penalty of -1/-10.)
✗
Once a character's Wounds have breached their threshold, any damage they take from a
single source will only add 1 Wound and increase their Threshold penalty to the next level.
(i.e A character has a Threshold of 10 and currently has 11 Wounds. That character then
takes 6 damage from an attack. However, the attack only does 1 damage, increasing the
character's Wounds to 12 and they gain the second Threshold penalty of -2/-20.)
It should be noted that each character will have their own individual Vitality and Threshold
values, and as a result, some character's may have higher Threshold ranges than others,
incurring higher penalties before finally dying.
THRESHOLD PENALTIES
Threshold penalties are given as two separate values (i.e. -1/-10). These penalties represent the
severity of a character's condition the closer they get to death and are applied to various dice
rolls. The first penalty (i.e. -1) is applied to the character's SR Mod, Def Mod, Strike Rolls,
Combat Initiative rolls, and the damage they deal in combat. The second penalty (i.e. -10) is
applied to counter attack tests and Skill tests. (Note: Skills are not present in this Technical
Draft.)
ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks
of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph
Ludwig Shaw. All Rights Reserved.