EPRP - Rules of Combat

Published by Eight Star in the blog Eight Star's Work Load. Views: 468

SoulEmber reminded me to post this. Now, I feel I'm missing a bunch. What am I missing?

Now it’s time to talk about one of my least favorite subjects, and something I hope that you’ll be able to avoid at all costs! That’s right, I’m talking about;

Combat!

I’m allergic to pain, (did I mention that already?) so I try to avoid fighting at all costs. I suggest you do too, but in case you can’t, I’ll tell you all about how it works!

Combat, like a few other encounter situations, starts with Initiative! This is the order of turns, of course. Each participant rolls 2d12+Awareness to determine the turn order. If two participants from opposing sides roll the same amount, they have to reroll the lowest of their two dice. Those who roll double 1s in this instance will miss the first initiative round, and end up joining in at the end on the second turn.

The highest roll goes first, the lowest roll goes last, and new participants are automatically added in at the end of the list.

So, when it becomes your turn, you have your Count to use. This is equal to your Speed, and determines the amount of moves/attacks your can perform in a single turn. Almost every action performed during a turn costs a certain amount of Count unless it is labeled an Instant. No matter your total Count, you can always perform at least one action.

Movement
costs one count for every 5’ moved past the initial 5’, which is free. When in gallop-speed, it becomes one for every 10’ moved. When going full-throttle it’s one count for every 15’ moved. To enter gallop-speed normally, the previous turn has to end in a run during normal speed. Certain skills can circumvent this.

Attacking
is not advised… but if you do it, a normal attack is a 5 Count action.

Skills
also have a Count cost, but will give you the cost in each skill. If no cost is given, it defaults to a 5 Count action.

Whew, I hope that wasn’t confusing. Let’s do a short review on what we have so far:
Initiative = 2d12+Awareness
Count = Speed
Movement = 1 Count Per 5’, 10’ During Gallop, 15’ During Full Throttle
Normal Attack = 5 Count
Skills = Variable

I usually spend my turns in combat running away, or talking the enemy down. Compliments and eye-lash batting goes a long way! After all, sometimes bad guys are only bad because they’ve only gotten bad treatment, so violence is their only answer!
I mean, unless they’re monsters. They’re just hungry, I hear.


Okay, so I mentioned Attacking and its relevance to Count, but I still didn’t tell you what to do when you attack, did I? Well, I saved it for here because it depends on what you’re using.

A Normal Melee Attack
is performed with anything that you fight up close with. From bare hooves to some kind of pole arm. Even with the reach, it still counts as melee for you. When attacking in melee, your roll becomes 2d12+Ferocity! Ferocity, rawr! If you roll more than the target’s defensive roll, then the damage you deal is equal to your roll, plus any damage bonus from the weapon.

If you find yourself Attacked at Melee, then a normal defensive check without any skills is made with 2d12+Resilience! If you get higher than the opponent, then you’ve deflected the attack, and take no damage!

A Normal Ranged Attack
is made with anything that is thrown, or fired, like a rock, or a slingshot. Each weapon will have its own ratings of range, and depending on the range depends on how easy a target is to hit. The attack is made with 2d12+Awareness. As long as the roll meets the range target, the attack is successful!
The attack targets are:
Short: 12
Medium: 18
Long: 24
Extended: 36
So like, if I had a bow with the ranges 10’/20’/40’, and I fire at a target that is like… 12’ away… then I’d need to roll and meet an 18!

If you find yourself Attacked by Range, then a normal defensive check without any skills is made with only 2d12. Without a form of dodge, you’re a pretty easy target for rangers.

Pfew! That’s the normal attacks. Let’s review quick, shall we?
Normal Melee Attack = 2d12+Ferocity
Melee Damage = Equal to Roll Made
Normal Melee Defense = 2d12+Resilience
Normal Ranged Attack = 2d12+Awareness
Ranged Damage = Equal to Item Damage
Normal Ranged Defense = 2d12

So with that nasty business out of the way, let’s… oh, right. There’s a few more things to cover I think.
Bugger.



Magic that is cast during combat can come in a few different flavors, but there’s one universal rule.

Active Magic is Normally 6 Count
. Which means that if you cast a spell, you need to have 6 Count free… or have it be your single action turn.

There are exceptions! Like Rune Magic, which is dual-turn use. That means that one Rune Magic Spell costs 6 Count on the first turn it’s being written, and 6 Count on the second turn it’s written. If a Rune Caster is interrupted between the two turns they can go back and spend the second 6 Count later, as long as it is within 4 turns.

So… to sum up:
Magic = 6 Count
Dual-Turn Magic = 6 Count, 6 Count Again
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