Jan 21, 2023 9:35 pm
[ +- ] Combat, by Schrödinger's Ghosts
When you're in combat, things happen in clashes. In each clash, whoever wants to act first says what they're doing. Types of actions include: attacking a target within range, retrieving gear from a backpack, giving another combatant advantage, etc. What they say happens, but in order to do it safely, they need to make a DEX Danger Roll. Then the next person says what they're doing, and rolls.
If and only if a person fails their DEX Danger Roll, every combatant who attacked them before the roll, or who attacks them after the roll, will do them harm.
If you wear light armor, add +1 to your DEX Danger Roll. If you have a shield, add +1 to your DEX Danger Roll.
If a group ambushes another group or NPC, members of the ambushing group can act safely without having to make DEX Danger Rolls.
You do harm as follows: STR, +1 for a light weapon or +2 for a heavy weapon.
You may add your Attack Bonus (AB) to your DEX Danger Roll **or** to the harm you do.
Shooting weapons: make a DEX Danger Roll to see if you miss. Add your AB to the roll. If you succeed at the roll, do harm: lower die, +DEX, +AB. You can't shoot AND defend.
If you wear heavy armor, roll 1d in each clash. Ignore instances of harm less than your roll.
If and only if a person fails their DEX Danger Roll, every combatant who attacked them before the roll, or who attacks them after the roll, will do them harm.
If you wear light armor, add +1 to your DEX Danger Roll. If you have a shield, add +1 to your DEX Danger Roll.
If a group ambushes another group or NPC, members of the ambushing group can act safely without having to make DEX Danger Rolls.
You do harm as follows: STR, +1 for a light weapon or +2 for a heavy weapon.
You may add your Attack Bonus (AB) to your DEX Danger Roll **or** to the harm you do.
Shooting weapons: make a DEX Danger Roll to see if you miss. Add your AB to the roll. If you succeed at the roll, do harm: lower die, +DEX, +AB. You can't shoot AND defend.
If you wear heavy armor, roll 1d in each clash. Ignore instances of harm less than your roll.