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  1. - Top - End - #1
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    Default Dusty Little Arena [RoS combat sim] IC

    Welcome to the Dusty Little Arena!

    OOC thread

    How to start: State your interest in fighting by writing a short intro (how you enter the arena). Select your opponent. You will be informed when your fight begins.

    Combats will be done as first-come-first served. I will run 4 combats simultaneously (tops). When the combat ends, next of kin will be informed...sorry, no. Next players will be informed by PM that they can start. I will also write down the narration of the whole combat and put a link to it.

    Here you can try out the combat without "endangering" your PCs in game. Nothing here transfers to the IC - nor wounds, neither gained equipment.

    Feel free to try anything out (even different weapons, builds, etc.). Of course, start with the one you have to make yourself comfortable with your fighting style. Beginners - follow the steps below! It's important that you learn the combat procedure (initiative in the beginning of combat, aggressor states his intents, defender states his intents, dice are rolled, damage is determined, initiative is determined, aggressor states his intent and ad nausium or ad deathsium... ). Please, don't skip to the fancy manuevers before you learn to "walk"...

    Rolling here will occur in plain view - no need to hide it in spoilers. Just separate the OOC part from IC part.

    Each of you can try out several opponents. I will add more as you defeat the former. So feel free to select opponent (or two if you want to die quickly) - and we'll start.

    The players that don't want to fight can bet on the outcome or cheer for the warriors

    Spoiler: List of currently available enemies (sorted according to their deadliness)
    Show
    • bag of hay
    • the lost peasant with a sling and staff / the strong peasant with a sling and staff
    • farmboy with a stick/farmboy who holds the sword for the first time
    • spear-wielding hunter
    • drunk pirate with a cutlass / drunk pirate with a saber
    • a sword-and-board soldier
    • the above-average fencer



    Current Matches (with links to narration):
    Ruark (Mathis) vs. the Farmboy
    Ruark (Mathis) vs. Dread Drunk Pirate
    Kate vs. the Hunter
    Urrukubarr vs. farmboy with a stick
    Nazir vs. peasant
    Kafar vs. the Dread Drunk Pirate with Saber
    Ruark vs. the above-average fencer
    Nazir vs. farmboy holding a sword for the first time

    Combat lineup:
    Ruark (Mathis; 3 matches, 2 victories without a scratch...)
    Kate (Anyr; 1 match, 1 victory)
    Urukubarr (XIII; 1 match, 1 victory)
    Nazir (Cavir; 2 matches, 1 victory)
    Kafar (Venom; 1 match)

    Step 1: Combat Preparations
    For beginners - we will start easy. Do step 1, wait for response, then step 2. Additional manuevers and other things will be explained on the way. Experienced players may jump right into the fight.

    1. Check your CP. This is your combat pool - the number of d10 dice you have for both one round. It "refreshes" at the start of a round and you spend it for your actions. Dice can not be "spared" for next round.

    2. Each melee round is divided into two exchanges. Think of the exchange as one action. Usually - you get one attack-your opponent defends, the opponent gets one attack-you defend. End of round. Refresh dice.

    3. Initiative! It's a wonderful thing.
    Take one white and one red dice. Imagine, that the red dice means attack, the white defence. Now hide them from everyone in your hand and select one - red if you want to attack, white if you want to defend yourself.
    When I say "throw" we both throw the dice which we selected.
    If we both throw white, we circle each other. We wait. No one attacks.
    If one of us throws red and the other white - the red one has initiative and attacks. The white one defends.
    Red-red means, we both attack. That can get messy, quick.

    Since we are not at one table, you will "throw" your dice here. I promise not to cheat - what would the fun be there?

    Initiative is resolved this way only if we begin the combat or if there was a pause in combat. During combat the initiative shifts based on the tactics and rolls. We'll get there.

    And one info - you don't have to roll the dice. It's just statement (I attack/I defend) of your action, hidden from the opponent.

    Step 1 is over. Now - select your opponent...enter the arena...and INITIATIVE!

    Step 2: First attack, first defence

    You have CP at ready, you know the initiative.

    Now the aggressor (the one who threw RED) states his intention in the form of
    • used offensive manuever
    • attack zone (if applicable)
    • dice used for the manuever


    The defender (the one who threw WHITE) then states his intention, usually in the form of defensive manuever and allocated dice.


    Spoiler: For the Aggressor-Attacker
    Show
    Basic offensive manuevers are cut (uses cut ATN), thrust (uses thrust ATN) and for blunt/mass weapons also strike ATN.
    For cuts and strikes, if you want, you can strengthen your attack by spending an additional 1 dice for +1 to damage.
    Usually you should pick the lower TN and choose attack based on the weapon you use (usually it's of no use cutting opponent with a rapier - only if you want to humiliate him).

    The attack zones - since both fighters move for the whole time, it's hard to pinpoint exact place you hit. So below are the zones (usually you don't need to state which one you attack directly - a "overhead slash"/"diagonal strike"/"lunge at his chest" is enough for me to understand; but for this simulator, state the exact zone to the OOC spoiler) and the places you can hit.

    Strike/cut zones
    • overhead (vertical) - shoulders, chest, head
    • diagonal - upper body
    • horizontal - from torso to thighs
    • arms - arms. Really.
    • from below (vertical) - legs, squishy parts, underbelly, belly
    • upper legs - the area around thighs
    • low legs - from knee below,


    Thrust zones[*]head - head and neck[*]arms - arms. Really.[*]chest - torso and abdomen[*]abdomen - exactly what it says on the tin and below (again the squishy parts)[*]upper legs - the area around thighs[*]low legs - from knee below,

    Yes, this RPG lets you kick people in the balls - and it hurts.

    State what amount of dice do you allocate from your CP to the attack and wait for the opponent to select his defence.
    Remember, if you don't plan to kill him by the first blow, there will be a second exchange - if you are left without dice and he has some, you have given him free ticket to wound you - and in this system, often the first wound wins the match.

    Spoiler: Zone modifiers & other funny stuff
    Show


    Per attack
    Thrusts (and punches) to the head: -1 CP (= you have to pay additional die to do this attack)
    Thrusts to lower legs: -2 CP
    Thrusts to the arms/hands: -1 CP
    Cuts (and swings) to the lower legs: +1 CP against shield defence (=you get additional die for this attack)
    Cuts/swings to the arms/hands: +1 CP

    Per round (modify pool at the beginning of round)
    Higher footing: +2 CP
    Visibility - Near-darkness (dusk): -1 CP
    Visibility - Night (with moonlight): reduce CP by -1/4
    Visibility - Pitch darkness: reduce CP by -1/2

    Weapon length (per attack)
    Length steps: Hand-Short-Medium-Long-Very long-Extremely long
    Length disadvantage for attack - each step: -1 CP
    When shorter weapon hits, the person moves to "ideal" length
    If the short weapon has advantage, the opponent gets -1 CP per step for attack and defence!

    Botches (fumbles)
    If you roll two or more "1s" on dice and no successes, you fumble. Usually - your weapon gets stuck, breaks, gets dropped.
    On next exchange, you reduce your combat pool by 1/2 of dice you invested on attack.
    E.g. you roll 10 dice. No successes, two 1s. Next exchange you lose 5 dice.

    Fatigue
    You can fight for (ENx2 - CP penalty for armour) rounds without fatiguing yourself.
    After that you lose 1 CP per this number of rounds.

    E.g. Character's armour penalty is -2 and EN 4. He can fight for 6 rounds, then loses 1 CP at beginning of his 7th round, 13th round, 19th...



    For the defender:
    Spoiler: For the Defender
    Show
    Basic defensive manuevers are:
    • full evasion - you try to run away, get out of harm's way. You roll against DTN of 4 (very good), but you can not use it in exchange after you attacked.
    • partial evasion - you try to dodge the opponent's attack and stay close enough. You roll against DTN of 7. If you win the exchange (he misses), you can pay 2 dice from CP to get initiative.
    • duck & weave - you try to find optimal attack position after you dodge. You roll against DTN of 9 (very dangerous), but if you win, you are at your ideal length and the opponent is considered to have botched the roll (he additionally loses 1/2 of his invested dice)
    • parry - you try to parry with your weapon. Assign CP dice to defence and roll against DTN of your weapon. If you win the exchange, you automatically have initiative.
    • block - the same as parry, however you block with you shield - and use the DTN of shield.


    Consider the amount of dice your opponent invested when choosing yours - it's always safer to defend with more, attack with less - only if you are sure that he has unwieldy weapon or you think you can withstand the punishment.
    You do not have to select a zone you cover, however:
    • you are able to parry only one attack per round with one weapon (you can still parry second one by the off-hand weapon or by your hand)
    • using evade/dodge/duck&weave you dodge all attacks that are directed at you at that round
    • you are not able to parry an arrow, however you can try blocking it with the shield (there is a slight increase in DTN for that)


    As soon as the opponent allocates his dice to his attack, you can state your defensive manuever and amount of dice.


    And then we roll.

    Step 3: Add more options and killy stuff!

    When you are already sure about the basic manuevers, test the manuevers below in the arena as your next step!

    Additional manuevers:

    Offensive
    Spoiler: Feint
    Show

    Feint is an offensive manuever, which consists of changing of attack direction before the attack connects in effort to evade the defender's defence entirely.
    It's one of the first "tricks" of fencers and swordsmen.

    Procedure:
    You state attack normally ("I swing downwards at his head for 4 dice).
    You let defender to state his defence ("I parry with 4 dice")
    You declare FEINT, change the direction of attack ("FEINT! I swing horizontally") pay the activation price (1 if the second hit zone is near, 2 if on opposite side of body) and you can add dice into your hand, at price of 1 die per 1 added (e.g. I want to add 3 dice to the attack and so I remove another 3 dice).

    The result? You use 11 dice of your CP and roll 7 for attack against opponent's 4. The opponent can not change his defence at the moment.

    There are two types:
    Feint & cut - you swing and change into different swing.
    Feint & thrust - you swing and change into a thrust; rapier proficiency is the only one that can use the "feint thrust, change to thrust" manuever. It still has to land on different zone.

    Every time you repeat a feint - state the same original attack and changed attack - the activation cost rises by 1.


    Spoiler: Beat
    Show

    Beat is an offensive manuever, which consists of aggressive attack aimed on opponent's weapon or shield at the beginning of combat - it serves to remove the weapon/shield temporarily from combat.
    Beat can be used only in first exchange of the first round (at the beginning of combat) or after a break in combat (still, only in first exchange).

    Procedure:
    You state that you use beat normally, paying the activation cost (usually 1 die) and allocating dice from CP.
    You let defender to state his defence.

    If you win, the weapon/shield is beaten aside and can not be used in defence on the following exchange. Additionally, every net success means a "shock" of 2 dice for opponent.

    Another advantage: beat halves the range penalties coming from opponent's longer weapon.
    The result? You use e.g. 6 dice of your CP + 1 die for activation cost to attack opponent's shield and roll e.g. 3 successes. Your opponent gets only 1 success. He loses 4 dice and can not use shield to defend, usually leading to higher DTN.


    Spoiler: Bind and strike
    Show

    Bind and strike is an offensive manuever, which consists of pinning the weapon of the opponent with your off-hand weapon or shield, before launching your own attack.
    It is very similar to the block open & strike manuever, however, it takes dice from the opponent.

    Procedure:
    You state attack with off-hand weapon ("I bind his weapon with my shield for 4 dice").
    You let defender to state his defence ("I parry with 4 dice")
    You roll against your DTN.

    If you get net successes, you remove the same amount of CP from your opponent's dice pool for next exchange.

    The result? You use 6 dice of your CP and roll 3 successes for against opponent's 1. The opponent loses 2 dice from his next exchange.


    Spoiler: Simultaneous block & strike
    Show

    Simultaneous block & strike uses both hands - either two weapons or a weapon and shield. It is a maneuver that allows you to block opponent's attack and simultaneously launch an attack of your own - thus being ideal for Red/Red situations.

    Procedure:
    You state use of this maneuver.
    Pay activation cost.
    Divide CP between offense and defense - take into account that one must be half of the other (e.g. 6:3, 4:2, 2:1...)
    You let defender to state his maneuver and roll.

    The biggest advantage is that if your opponent attacks and has a two-handed weapon, he usually has no way to defend against your attack...


    Defensive

    Spoiler: Counter
    Show
    Counter is a defensive manuever, which uses the force of the attacker against him.
    It has activation cost (usually 2 dice), which needs to be paid if you want to execute the manuever.
    Dice are normally allocated to defence. However, if you succeed (=your successes > opponent's successes), you gain for the next attack bonus dice equal to opponent's successes on the attack (=you use the force of his attack against him).

    However, since there are many types of counters, you need to roll for the exact result.

    Roll (d10, normal) Effect Roll (d6, rapier & half-sword)
    1 Swing at lower legs
    2 Swing at upper legs
    3 Horizontal swing 1
    4 Diagonal swing
    5 Vertical swing
    6 Pommel to face 2
    7 Thrust to face 3
    8 Thrust to body 4
    9 Grapple 5
    10 Disarm 6


    It's quite handy manuever, especially for attackers who spend many dice in first round ("overextend themselves").


    Spoiler: Block open and strike
    Show

    This is a defensive manuever, which consists of pinning the weapon of the opponent with your off-hand weapon or shield, before launching your own attack.
    It is very similar to the bind & strike manuever, however, it provides dice to you.

    Procedure:
    You state attack with off-hand weapon ("I block open his weapon with my shield for 4 dice").
    You let defender to state his defence ("I parry with 4 dice")
    You roll against the DTN of your shield.

    If you get net successes, you receive the same amount of CP for next exchange.

    The result? You use 6 dice of your CP and roll 3 successes for against opponent's 1. You get 2 dice from his next exchange.


    Bodily harm

    Of course, there is the possibility of immediate death, but if you survive the wound, here are the things you have to deal with.

    Negative effects of wounds come in three "flavours".

    Spoiler: Blood loss
    Show
    This one is what kills you slowly - and it can kill you even if you survive the fight.

    When you receive a wound, you can get a value of blood loss. These are cumulative. You have to check your bleeding every round in combat and every circa 60 seconds out of it (more often if you carry out tiring actions).

    Each round you have to roll HT against the TN equal to your cumulative blood loss. If you manage to get at least one success, no harm occurs for the moment.
    If you don't succeed, you temporarily lower your HT by 1.
    If your HT is 1, your CP and all dice pools are halved.
    If your HT is 0, you bled out and are dead.

    Try to patch yourself up. One First aid skill check can lower your bleeding by (net successes x2) blood loss points.


    Spoiler: Shock
    Show
    This is the immediate shock after a wound.

    When you get shock, you decrease your current CP by the value of the shock. If you simultaneously attack and get a wound, it at first lowers the invested CP, then the reserve.
    If the shock is higher than amount of CP you currently have, it overflows to the next round.

    After that, it's gone.


    Spoiler: Pain
    Show
    After shock is gone, pain enters the game. Pain is the long-term issue of wounds. Each point of pain removes equal number of CP dice each round and lowers also your other rolls (exceptions are e.g. blood loss rolls).

    If you have more pain points than CP, you can only lie on the ground, bleed (if applicable) and whine/cry/grunt.

    Pain heals after a time. Each week you get to roll your HT with positive modifiers for healthcare and negative for environment/activity. Each success removes one point of pain.

    Yes, it takes loooong time to heal - and there are no "potions of healing".


    Initiative issues

    The initiative flows back and forth during the fight, and sometimes it's hard to decide who has it.

    To make it easier, I have prepared what I think is easy way how to deduce it:

    • Are you starting a fight, both fighters aware of each other or was there a short break in the fight? Roll initiative.
    • Are you starting a fight and one of you is surprised? Initiative is with the "unsurprised" party.
    • Did you attack successfully in last exchange? You have the initiative.
    • Did you make a successful defensive manuever (other than evasion) in last exchange? You have the initiative.
    • Did you make a successful full evasion in last exchange? Roll initiative.
    • Did you make a successful partial evasion in last exchange and paid 2 dice to get initiative? You have the initiative.
    • Did you make a successful partial evasion in last exchange and did not pay additional 2 dice to get initiative? Your opponent keeps initiative.
    • Was the roll (both offensive/defensive) a tie? Initiative stays unchanged.


    If you don't have the initiative and want to attack, your attack will land second (if you don't steal initiative).
    If you have RED-RED situation, you both have initiative and which hit lands first is decided by a roll of REF at TN equal to ATN of your weapon. In case of ties, this is resolved by looking at REF (higher wins), WIT (higher wins). If these both are the same, both hit at the same time (usually resulting in doublekill).

    I'll add procedure for buying/stealing initiative later.

    Ranged Combat
    Spoiler: Ranged Combat
    Show

    Ranged combat runs on turns, as opposed to exchanges.
    Yes, while you nock the arrow and shoot, several rounds may come to pass.

    Let's start:
    Each ranged weapon has a "prep time" attribute. This is how long it takes (in rounds) to prepare the weapon.
    For bow this is usually 2-4 rounds:
    • 2 rounds to pick an arrow from quiver (or 0 rounds if you have it in hand)
    • 1 round to nock the arrow
    • 1 round to draw and begin aiming

    Until this point your MP (missile pool) was 0.
    At the start of next round you gain into your MP an amount of dice equal to Proficiency. You now decide, whether you want to continue aiming or shoot.
    If you aim, each round spent aiming will give you dice equal to your AIM attribute, up to your maximum MP.
    If you shoot, you take all dice from your MP and roll them.

    It is possible to reduce the preparation time - it usually costs an amount of MP dice and requires a REF roll, parameters of which are given by the weapon. It may be done only once and it reduces the prep time by 1.

    Your dice pool may be modified by:
    • range (point-blank +1, short 0, medium -1, long -3, extreme -5; beyond extreme -10 or not possible)
    • target movement
    • your movement
    • lightning conditions
    • wind/poor weather


    Hit location is determined randomly (by roll of 2d6). You can choose to concentrate and place your shot more precisely to the point where you want it - by setting dice aside (not using them for the shot). Each die provides a modifier of +1 or -1, depending on where you hit (i.e. GM will tell you where you can move it). Maximum amount of dice you can use for this depends on your AIM attribute.

    Last edited by Lacco; 2016-03-04 at 04:41 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  2. - Top - End - #2
    Troll in the Playground
     
    Lacco's Avatar

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Further options to be explored in combat:

    ...crossed-out options were already written down...

    Stances (neutral, defensive, offensive, charging, advanced)
    Terrain rolls (evading multiple opponents, difficult fighting conditions, movement in combat including pushing & luring opponents)
    Skills in combat (style analysis, acrobacy, body language)
    Favouring (defensive) - preparing for enemy's attack
    Advanced manuevers - single weapon (beat, disarm, hook, stop-short, toss, expulsion, evasive attack)
    Advanced manuevers - double weapon/weapon & shield (bind & strike, simultaneous block&strike)

    I will slowly post these here.

    Let's start with...

    Basic Stances
    At the beginning of combat or after a break in combat you can compose yourself and select a stance.
    Basic stance is neutral (something like the Plow) - it doesn't give you any specific advantages but it doesn't hinder your actions. If you don't state your stance, I will assume this one.
    Aggressive stances - these provide +2 dice at beginning of round that can be spent on offensive maneuvers, however, increase activation cost of all defensive manuevers by 2.
    Defensive stances - provide +2 dice at beginning of round that can be spent on defensive maneuvers, but increase activation cost of all offensive maneuvers by 2.
    Charge is considered an offensive stance...

    The benefits and drawbacks of stances are gone at the end of the first round. They last only for the first round of the combat - during combat, when the blades are flashing, there is no time to pick a stance.
    However, if there is a pause in combat (after full evasion...), you can select a stance...

    The character with lower REF selects the stance first (giving chance to the "quicker" one to adapt his stance and tactics).

    Terrain rolls
    If you are fighting in the arena, which is flat, without any hindrances or terrain unevenness, you usually can ignore the terrain.
    However it is not always so. You can fight on ice-covered lakes, tight spaces, have to move among trees in forests, and even fight against several opponents.
    For these, there are terrain rolls.

    Terrain rolls is a catch-all title for all actions that happen within the combat not covered by maneuvers. Usually by terrain rolls you:
    • attempt to overcome difficult fighting conditions (e.g. footing, space)
    • attempt to select your opponent for a round from multiple opponents
    • force movement beyond the standard movement in combat
    • attempt to hold the line or do anything that is not covered by rules for manuevers (e.g. retrieve weapon, jump on the table, etc.)


    Difficult fighting conditions
    Your PCs will notice that they are fighting on ice, or slippery cathedral roof in rain, or in small, cramped space. Thus the GM will tell you what roll you need to pass each round.
    The target number is set by GM (usually following guidelines on p. 53 of Flower of Battle) and your actions (attacker moves as hurried, defender as normal - and thus has lower TN).
    You have to allocate dice from your CP to overcome these conditions. If you fail to do so, it is assumed that you allocated 0 = failed the roll, usually landing on ground/losing 1/2 of your CP for the duration of the round.
    These rolls are usually done at the beginning of the round.

    Multiple opponents
    Fighting 2 or even 3 opponents is a risky matter even for experienced warriors due to the fact, that you need to split your dice pool to deal with the multiple opponents. If you however have some space for moving around, you can confuse them and make them get in each other's way so that you face only one or, in the worse case, two of them.
    Against 2 opponents the TN is 6 (or 7 if you "sprint", giving you more fatigue)
    Against 3 opponents and more TN is 8 (or 6 if you sprint).
    Usually no more than 3 opponents can attack you at one round (only if long reach weapons are used...or ranged combat). Trained opponents may oppose the terrain rolls.

    Pressing opponents
    Usually you move back and forth during combat - the specific amount of movement can be checked by comparing the MO of both opponents. This is usually not necessary, but in case you want to get your opponent into disadvantageous terrain, there is an opportunity for pressing & luring.
    To press opponent, make a terrain roll (usually opposed) with any amount of CP. The TN is 3 while attacking and 4 while defending. Net successes of combat roll determine how far in feet the combatants move during the exchange. Successes in pressing terrain roll then add to whichever side rolled them.
    Example: A soldier swung his blade at Kate (6 dice), who attempted to block a soldier's strike with her shield (4 dice). Soldier got 2 successes, Kate got 3 successes. They moved 1 feet forward, as the initiative switched. If the soldier invested 3 dice to press her and got 2 successes, they would have moved 1 foot backwards (from Kate's point of view). Now if they fought on a battlement, and Kate was 3 feet from the end of battlement...

    Other kinds of movement
    The fencer lost his weapon due to wounded arm. How can he retrieve it? Terrain roll, TN 7.
    A team-member is throwing you his sheated sword so you can fight back, while dodging the enemy? Terrain roll, TN 8, limited by your REF attribute.
    You want to jump on the table so you gain a height advantage? Terrain roll, TN is equal to acrobacy skill.
    You want to swing on the chandelier...? Ok, you got my drift.
    Last edited by Lacco; 2016-03-04 at 09:02 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

  3. - Top - End - #3
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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Ruark swaggers into the arena, confident in his own skills, wearing his tattered leather armor, carrying a shield and a sword. He eyes the bag of hay suspiciously before selecting a more dangerous opponent, the Farmboy! I will fight with my standard character, no adjustments. I want to see how it works. And it looks like the farmboy has nice shoes.

    Step 1:
    Combat Pool with sword and shield: 14.
    I throw down a RED die and attack!

    Step 2:
    I cut downwards at his arms for 7+1 dice. (ATN 6, Damage 5)
    (8d10)[10][9][9][5][2][5][6][10](56)

  4. - Top - End - #4
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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Mathis View Post
    Ruark swaggers into the arena, confident in his own skills, wearing his tattered leather armor, carrying a shield and a sword. He eyes the bag of hay suspiciously before selecting a more dangerous opponent, the Farmboy! I will fight with my standard character, no adjustments. I want to see how it works. And it looks like the farmboy has nice shoes.

    Step 1:
    Combat Pool with sword and shield: 14.
    I throw down a RED die and attack!

    Step 2:
    I cut downwards at his arms for 7+1 dice. (ATN 6, Damage 5)
    (6d10)[6][3][3][3][9][9](33)



    First round, first exchange:

    The farmboy tries to look inconspicuously next to the bag of hay, however, seeing Ruark's stance, weapon and fire in his eyes, throws down the sling and readies the stick...

    Initiatie: White!
    He tries to parry for 6 dice (ATN 7)

    (6d10)[6][3][3][3][9][9](33)

    Spoiler: Calculations
    Show

    Your successes: 5
    His successes: 2
    Net successes: 3, it's a hit.

    Full damage: 5 +3 = 8
    Famboy's TO is 4, he's wearing no real armour.
    Final damage level: 4
    Hit zone: roll of 1 = hand


    The boy screams in pain when the blade strikes his hand. The stick falls to the ground and he clasps one hand with the other. A quick glance allows Ruark to notice three bloody fingers laying on the sand, but only for a second...

    For your information: BL 8, shock 8, pain 9-WP.

    OOC: I prefer, after some experience, to roll for both - mostly because it makes comparing the rolls easier. I don't have any problem with players rolling, but also - you shouldn't roll before I state my defence...


    First round, second exchange: Ruark has initiative. What does he do?
    Last edited by Lacco; 2016-02-28 at 04:14 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Ruark throws down RED! (OOC: Can I attack in both exchanges? Since he is unarmed it seems silly to give him initiative and Defend so I'd rather press my advantage and attack)

    Ruark seeing his advantage continues to attack. He brings his sword back up into a thrust towards the boy's face.
    Step 1: Combat pool remaining in this exchange 7.
    Step 2: Thrust, target Face for 7-1 dice. (ATN 7, Damage ST 5)

    OOC: I'm perfectly fine with you rolling my dice, whatever makes it easier for you really and it makes waiting for your post extra tense.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Mathis View Post
    Ruark throws down RED! (OOC: Can I attack in both exchanges? Since he is unarmed it seems silly to give him initiative and Defend so I'd rather press my advantage and attack)

    Ruark seeing his advantage continues to attack. He brings his sword back up into a thrust towards the boy's face.
    Step 1: Combat pool remaining in this exchange 7.
    Step 2: Thrust, target Face for 7-1 dice. (ATN 7, Damage ST 5)

    OOC: I'm perfectly fine with you rolling my dice, whatever makes it easier for you really and it makes waiting for your post extra tense.
    Farmboy's eyes widen with fear, when over the pain he notices Ruark's blade. But he noticed too late and he has no time to evade it.
    Ruarks' sword hits boy's face, piercing his cheeks, right below the eye socket. He can feel the blade scraping along the bone. The boy screams with pain and falls down to his knees, bleeding all over the sand - goind almost immediately unconscious from the pain.

    He lies motionless on the sand, just bleeding out...


    Ruark's roll: (7d10)[5][10][3][2][4][8][3](35)
    Farmboy has no dice left due to shock, so he just takes the blow, no defence.

    Ok, first combat's done. Do you finish him...?

    Spoiler: Calculations
    Show
    Ruark has 2 net successes.

    Damage: 5 from weapon, 2 from net successes
    Damage level: 3 (7 - farmboy's TO of 4)

    For info: BL 10; S 10, P (9-WP).


    OOC: No need to do the initiative again. Initiative in RoS happens at the start of combat and after a pause in combat (e.g. both opponents are without dice for 2nd exchange, after successful full evasion, etc.). This is due to the fact, that you decide your initiative in the first round and then it flows naturally - and this time, you hit him, so it stays with you.
    You can give him the initiative by not providing an attack, but yes, usually you want to press the advantage.
    Last edited by Lacco; 2016-02-29 at 01:40 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    OOC: I get the feeling that this game is going to make me feel bad about killing people. This all happened in one exchange, so a couple of seconds worth of combat, wow. I'm going to seize the moment and start another fight, I want to try out some more complicated maneuvers to see if I've understood those as well.

    Quote Originally Posted by lacco36 View Post
    Ok, first combat's done. Do you finish him...?
    Ruark swiftly ends the poor boy's life by cutting his throat. "Better to die bravely than live on as a cripple, and you were brave boy."
    He then turns to rest of the onlookers and points at the Drunken Pirate with his still bloody sword, "You're up next. If you think you can stumble your way over here."


    Step 1: Combat pool 14.
    I throw down WHITE, defending.

    Step 2: Do I now then choose what to invest or do I choose this after the other person has declared a red or a white die? If I choose it now I will choose a standard Block with 8 die invested (DTN 6).

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    OOC: I get the feeling that this game is going to make me feel bad about killing people. This all happened in one exchange, so a couple of seconds worth of combat, wow. I'm going to seize the moment and start another fight, I want to try out some more complicated maneuvers to see if I've understood those as well.[/QUOTE]

    Well, the combat can be swift and deadly. It took exactly around 2 seconds from the moment you attacked to the moment he fell down. However, not all the combats will go down so easy...

    Quote Originally Posted by Mathis View Post
    Ruark swiftly ends the poor boy's life by cutting his throat. "Better to die bravely than live on as a cripple, and you were brave boy."
    Full narration from the viewpoint of onlookers: Ruark swaggers into the arena, confident in his own skills, wearing his tattered leather armor, carrying a shield and a sword. He eyes the bag of hay suspiciously, but then turns to the farmboy, tilts his head sideways to glance at his shoes... and then challenges him with a nod.
    The farmboy to look inconspicuously next to the bag of hay, however, seeing Ruark's stance, weapon and fire in his eyes, throws down the sling he had in his hands and readies the stick. Slowly he moves forward.
    Ruark's stance tightens for a split second and he launches to attack as soon as his enemy is close enough. His sword changes into a blur as he swings it downwards in a powerful cut, aiming for boy's arms. Farmboy notices the attack, but is too slow in his parry.
    The blade hits the target, striking boy's hand. He screams in pain, clasps one hand with the other, blood already seeping between his fingers.
    The stick falls to the ground together with three bloody fingers, blood spreading around them, mixing with the sand.
    Ruark, seeing his advantage continues to attack, bringing his sword back up, this time throwing a thrust towards the boy's face. Farmboy's eyes widen with fear, when over the pain he notices Ruark's blade closing in. But he noticed too late and he has no time to evade it.
    Ruarks' sword hits boy's face, piercing his cheeks, right below the eye socket. He can feel the blade scraping along the bone. The boy screams with pain and falls down to his knees, bleeding all over the sand - goind almost immediately unconscious from the pain.

    He lies motionless on the sand, just bleeding out... Ruark breathes out, his body relaxes and his beating heart slows down. He kneels to the boy and swiftly ends the poor boy's life by cutting his throat. "Better to die bravely than live on as a cripple, and you were brave boy."
    He then turns to rest of the onlookers and points at the Drunken Pirate with his still bloody sword, "You're up next. If you think you can stumble your way over here."




    Quote Originally Posted by Mathis View Post
    He then turns to rest of the onlookers and points at the Drunken Pirate with his still bloody sword, "You're up next. If you think you can stumble your way over here."
    The pirate watches the match with amusement, even clapping a bit when Ruark finishes the boy. The pirate's smile widens, showing a set of golden teeth, when Ruark selects him. He finishes his cup, draws the short cutlass and steps up.

    OOC: RED!
    The pirate launches a weak and small cut, his legs a bit unsteady.
    Attack: Diagonal cut for 4 dice (-1 for weapon length).

    Quote Originally Posted by Mathis View Post
    Step 1: Combat pool 14.
    I throw down WHITE, defending.

    Step 2: Do I now then choose what to invest or do I choose this after the other person has declared a red or a white die? If I choose it now I will choose a standard Block with 8 die invested (DTN 6).
    We begin at your ideal length, so the pirate is in disadvantage.
    As for step 2 - the attacker states intents first. If there are two attackers, the one with lower REF states first. This is so the defender can decide on the defence knowing how the attacker attacks.
    ...question: should I also throw any advanced manuevers at you? The pirate already has some knowledge and knows some tricks...

    And a fair warning: the more you fight, the more the opponents know about your skill and preferred fighting style. So the harder these combats will get.

    So - what will be your defence, now that you know my attack?
    Last edited by Lacco; 2016-02-29 at 02:51 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Ruark smiled confidently as the Pirate wobbled on his unsteady legs, he looked safe hiding behind his shield. His recent victory giving him extra spring in his step. "I hope you have more of that drink stashed away, because when I finish you like I did the farmboy I'm going to make it my prize."

    OOC: Defend, Block Open and Strike maneuver (activate 2 cp). 9 Die (DTN 6). Follow up attack with a cut towards Arms, 1 die +1 for zone modifier (and potential bonus from maneuver).
    I'd love to see some maneuvers used against me as well! Play the characters like they would be fighting if we were facing them in the story.

    Edit: I totally forgot to take away the activation cost of 2 cp as well.
    Last edited by Mathis; 2016-02-29 at 03:09 AM.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Mathis View Post
    Ruark smiled confidently as the Pirate wobbled on his unsteady legs, he looked safe hiding behind his shield. His recent victory giving him extra spring in his step. "I hope you have more of that drink stashed away, because when I finish you like I did the farmboy I'm going to make it my prize."

    OOC: Defend, Block Open and Strike maneuver. 9 Die (DTN 6). Follow up attack with a cut towards Arms, 1 die +1 for zone modifier (and potential bonus from maneuver).
    I'd love to see some maneuvers used against me as well! Play the characters like they would be fighting if we were facing them in the story.
    ...well, you asked for it .

    FEINT!

    The pirate's slow cut changes direction, when he pulls the weapon back and lunges forward with a quick slash at Ruark's sword-arm. There are no signs of stumbling now, just a quick and precise cut...
    ...Ruark is not caught blindsided and his shield blocks the attack with just enough power to present an opening for his attack...

    Spoiler: OOC
    Show
    Feint activation cost: -1 die
    Bonus from attack to arms: +1 die
    Pirate adds 4 dice to his pool, discarding 4 dice. Total attack pool: 8 dice.


    Pirate's feing attack: (8d10)[1][3][10][4][2][6][6][2](34)
    Ruark(9d10)[4][10][8][8][4][9][3][9][3](58)

    2 net successes for Ruark! You get initiative, and 2 dice for next attack.
    Last edited by Lacco; 2016-02-29 at 03:12 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    The pirate's trick wiped Ruark's smile away as quickly as his sword had cut. He appeared to have realized the danger he was in this time. In response he used the opening created by his block to cut towards the Pirate's hands, hoping to repeat his success against the Farmboy.

    OOC: Attack, cut upwards at Arms. 3 die +3 from maneuver and zone bonus, 6 die total.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Mathis View Post
    The pirate's trick wiped Ruark's smile away as quickly as his sword had cut. He appeared to have realized the danger he was in this time. In response he used the opening created by his block to cut towards the Pirate's hands, hoping to repeat his success against the Farmboy.

    OOC: Attack, cut upwards at Arms. 3 die +3 from maneuver and zone bonus, 6 die total.
    Pirate's attempt to parry was a bit weaker due to his overextension from attack...

    However, he was too slow. Ruark's attack caught his hand and he winced in pain as the blade struck his forearm, drawing some blood...

    ...but also revealing leather bracers hidden under his overcoat. Surprise, you worm!
    he grumbled through his teeth...

    Parry for 2 dice.

    Ruark's attack: (6d10)[9][1][3][10][6][10](39)
    Pirate's defence: (2d10)[6][6](12)

    Sorry, missed the first "9":

    4 net successes for Ruark:
    Damage: 5+4
    Damage reduction: TO 5 + AV 2
    Level 2 damage to forearm (BL 2, shock 3, pain 4-WP)

    You hit him, so the initiative stays with you.

    New round, new dice. First exchange - your action?
    Last edited by Lacco; 2016-02-29 at 03:36 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Unless Ruark had been tricked by some sorcery, the Pirate should not be concealing armor worn on the head. With one bold strike he attempted to end the pirate.

    OOC:
    Throws a RED die, Attack! Overhead strike aimed at Head. 10 dice, ATN 6.
    Last edited by Mathis; 2016-02-29 at 03:48 AM.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Mathis View Post
    Unless Ruark had been tricked by some sorcery, the Pirate should not be concealing armor worn on the head. With one bold strike he attempted to end the pirate.

    OOC: Attack, overhead strike aimed at Head. 10 dice, ATN 6.
    Still a bit shaken from the wound, pirate attempted to counter the attack his foe launched - attempting to at first parry his attack...
    ...but his drinking finally cost him his life.
    He swung too wide, his parry was too slow and too weak. Ruark's sword struck his head, fast as a lightning bolt, splitting his skull open, and in one huge splatter of blood-and-brain, ending him. He fell down to his knees, and then face-down, fell on the ground, still smirking.
    The match was finished.


    Counter for 8 dice (+2 activation), DTN 7.

    Ruark's overhead attack: (10d10)[10][8][5][4][9][2][2][10][7][7](64)
    Pirate's counter: (8d10)[1][2][3][2][9][2][2][1](22) (well, he should have stopped drinking...)

    5 net successes for Ruark:
    No armour on pirate's head.
    Damage: 10
    Damage resistance: 5
    Level 5 wound. Level 5's usually mean "instant death".

    And again - while you have initiative, no need to state it. I will call for initiative if the situation calls for it.
    Last edited by Lacco; 2016-02-29 at 04:01 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
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    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Ruark wrestled his sword free from the Pirate's skull with some effort before picking up his short cutlass and putting it in his belt. He then withdrew from the arena to catch his breath for a moment and watch the other fights.

    OOC: I'll try to remember about the initiative. But I could potentially decide to defend instead? Coaxing the enemy into attacking?

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Mathis View Post
    Ruark wrestled his sword free from the Pirate's skull with some effort before picking up his short cutlass and putting it in his belt. He then withdrew from the arena to catch his breath for a moment and watch the other fights.

    OOC: I'll try to remember about the initiative. But I could potentially decide to defend instead? Coaxing the enemy into attacking?
    Yes. You can state you are not attacking and switching to defence - the initiative goes to your foe. However, he can do the same, leading to - you guessed correctly - new round and rolling for initiative.

    Full narration:
    After quickly dispatching the farmboy, Ruark turned to rest of the onlookers and pointed at the Drunken Pirate with his still bloody sword, "You're up next. If you think you can stumble your way over here."

    The pirate watched the match with amusement, even clapping a bit when Ruark finished the boy. After hearing the challenge, his smile widened a bit, showing a set of golden teeth. He finished his cup in just one downing and stepped up to meet his opponent, while drawing a short cutlass from his belt.

    Ruark smiled confidently as the Pirate wobbled on his unsteady legs, while he looked safe hiding behind his shield. His recent victory gave him extra spring in his step. "I hope you have more of that drink stashed away, because when I finish you like I did the farmboy I'm going to make it my prize."

    The pirate only grinned more. He closed in, watching his opponent, his movements still a bit unsteady. He brought his blade up and swung it in a wide circle, diagonally at his opponent. Ruark awaited it, with his shield ready to block his weapon and force an opening...

    ...but suddenly, the pirate's slow cut changed direction. He pulled the weapon back and lungeed forward with a quick slash at Ruark's sword-arm. There were suddenly no signs of stumbling, just a quick and precise cut.

    The pirate's trick wiped Ruark's smile away as quickly as his sword had cut. He appeared to have realized the danger he was in this time - he blocked the attack with just enough power to present an opening for his attack, and he used the opening to cut towards the Pirate's hands, hoping to repeat his success against the Farmboy. The pirate started to move his cutlass to parry the attack, shifting his weight back a bit, but his attempt to parry was a weak due to his overextension from attack. And he was too slow. Ruark's attack caught his hand and the pirate winced in pain as the blade struck his forearm, drawing some blood...

    ...but also revealing leather bracers hidden under his overcoat.
    Surprise, you worm! he grumbled through his teeth...

    Ruark decided to end this match and to end the pirate with one bold strike. Before the pirate finished his sentence, he carried his sword over his head, and launched a powerful cut from over his head at the pirate. Still a bit shaken from the wound, pirate attempted to counter the attack his foe launched, bringing his blade up...

    ...but his drinking finally cost him his life.

    He swung too wide, his parry was too slow and too weak. Ruark's sword struck his head, fast as a lightning bolt, splitting his skull open, and in one huge splatter of blood-and-brain, ending him. He fell down to his knees, and then face-down, fell on the ground, still smirking. Ruark wrestled his sword free from the Pirate's skull with some effort before picking up his short cutlass and putting it in his belt. The few onlookers clapped heartily, while he withdrew from the arena to catch his breath for a moment and watch the other fights.

    The match was finished.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Kate walked confidently into the arena, with the air of someone entering familiar ground. She'd been to such venues many times before: Though admittedly, only as part of the audience. She scanned the available opponents for a worthy adversary. The soldier who used the same style as her, perhaps? No, she didn't want to overreach on her first time here. Ah, that hunter looked promising...

    Step 1: Combat pool for Sword & Shield is 11 {7 Proficiency + 6 Reflex - 2 Armour}

    I'll wait for a first impression of my opponent before declaring an action.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Anyr View Post
    Kate walked confidently into the arena, with the air of someone entering familiar ground. She'd been to such venues many times before: Though admittedly, only as part of the audience. She scanned the available opponents for a worthy adversary. The soldier who used the same style as her, perhaps? No, she didn't want to overreach on her first time here. Ah, that hunter looked promising...

    Step 1: Combat pool for Sword & Shield is 11 {7 Proficiency + 6 Reflex - 2 Armour}

    I'll wait for a first impression of my opponent before declaring an action.
    The hunter was a tall, average-built male. She could not really estimate whether he is muscular or not, since most of his body was clad in animal hides, roughly sewn together. However, his face and arms had the healthy tan of someone who is used to hard work and spending time in the nature, his eyes were confident and his movements fluid - when he noticed her looking at him, he stood up, longspear in hands.

    He nodded, accepting her challenge, and stepped cautiously forward, with the spear held in both hands, pointed at her.

    EDIT: I forgot to ask...:

    Initiative?
    Last edited by Lacco; 2016-02-29 at 08:15 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
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    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Spoiler
    Show
    Kate throws WHITE

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Anyr View Post
    Spoiler
    Show
    Kate throws WHITE
    Kate lowered her stance, bringing shield in front of her to cover her left right side while threatening the foe with her sword. She started slowly stepping around the hunter, in a wide circle, ready for his attack.

    As she did the first step, he started - to the opposite side. They were circling each other for few seconds, closing in, step by step. Neither of them attacked...


    OOC: (...I naturally assume everyone's right-handed - correct me if I'm wrong!)

    Hunter threw white, so it's white-white, nobody attacks. New round, new dice - initiative?

    BTW, no need for the spoilers here - we are learning also the mechanics here, so you can keep OOC in the open.
    Last edited by Lacco; 2016-02-29 at 08:49 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
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    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Kate is indeed left-handed (like me).

    She throws RED; And commits 5 dice to a horizontal cut at the hunter's arms.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Anyr View Post
    Kate is indeed left-handed (like me).

    She throws RED; And commits 5 dice to a horizontal cut at the hunter's arms.
    Kate swings her blade in the first attack, trying to hit hunter's arm. The hunter stepped to side, thrust forward the spear, threatening Kate forcing her to abandon the attack. The hunter moves in to attack...

    Hunter throws white.

    Due to the weapon length, you are at disadvantage (he has a Very Long reach, you have a Long; you need to pay 1 die as activation cost for attacks). This will be offset by attacking arms (+1 die).

    Hunter parries by 7 dice.

    Kate's attack: (5d10)[10][2][4][5][1](22) TN 6 = 1 success
    Hunter's parry: (7d10)[6][7][2][1][8][3][5](32) TN 7 = 2 successes

    Net success for hunter. He gains initiative.

    Round 1, exchange 2:

    The hunter steps forward, throwing a quick thrust against Kate's torso with his spear...

    Hunter attacks, thrust against torso for 4 dice. Your action?
    Last edited by Lacco; 2016-02-29 at 09:01 AM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
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    Quote Originally Posted by Kol Korran View Post
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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Let's keep things basic for now. Kate uses her remaining 6 dice to block the attack. Since this is the second exchange, there's no point in holding any dice back, right?

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Anyr View Post
    Let's keep things basic for now. Kate uses her remaining 6 dice to block the attack. Since this is the second exchange, there's no point in holding any dice back, right?
    The hunter lunges forward, his spear an extension of his hand, and the hit connects. The spear scratches Kate's breastplate, producing a short, screeching sound and a visual memento of the attack, but fails to pierce the armour.

    Hunter's attack: (4d10)[9][8][9][1](27) TN 6 = 3 successes
    Kate's defence: (6d10)[5][1][5][2][4][4](21) TN 6 = 0 successes

    3 net successes for hunter.
    Hit zone: breastplate
    Damage rating: 6 (weapon) + 3 (net successes) = 9
    Damage resistance: TO 5 + AV 4 = 9
    Damage level = 0 (9-9), a scratch.
    I agree - it's good to practice the basics first.

    As to your question - yes and no. The dice you hold back have no use for you - you don't use them, you lose them. However, keeping the amount of dice you have secret is good tactic sometimes (provided your GM does separate the NPC knowledge from his own... and yes, I do). If you want to know why, tell me how many dice does the hunter have...




    New round, new dice. The hunter keeps the initiative due to his success.

    The hunter steps back, gathers momentum and lunges again, this time with more power...

    Attack: spear to torso, 7 dice.
    Kate's defence?
    Last edited by Lacco; 2016-02-29 at 09:26 AM.
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    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Until this point your MP (missile pool) was 0.
    At the start of next round you gain into your MP an amount of dice equal to Proficiency. You now decide, whether you want to continue aiming or shoot.
    If you aim, each round spent aiming will give you dice equal to your AIM attribute, up to your maximum MP.
    If you shoot, you take all dice from your MP and roll them.
    Making sure I have this right. I have Proficiency 4 and AIM 7, giving a max MP of 11
    - once I'm ready to fire my MP is set to my Proficiency (4)
    - If I spend a round I can my Aim (7) more, now 11 (max)
    - Spending any more time aiming is useless since I am already at max. Am I missing something or is that always the case?

    For the practice fights I'm thinking max MP shot at bag of hay to challenge the peasant with sling next to it, then melee with the farmboy.

    Have you thought about how Accuracy affects targeting for a tournament trying to hit a bullseye (or a bag of hay...)?

    For ranged combat, is it possible to hold a couple of arrows in the same hand holding the bow (arrows in line with and against the bow)? One in the right hand plus 2 in the left, giving 3 shots before having to go to the quiver? Maybe that would be an MP penalty?
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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Cavir View Post
    Making sure I have this right. I have Proficiency 4 and AIM 7, giving a max MP of 11
    - once I'm ready to fire my MP is set to my Proficiency (4) correct
    - If I spend a round I can my Aim (7) more, now 11 (max) correct
    - Spending any more time aiming is useless since I am already at max. Am I missing something or is that always the case? If you had no Quick Hands, you would have to spend 2 MP for quicker reloading. It can be also used to offset some of the penalties (at GM's discretion).

    For the practice fights I'm thinking max MP shot at bag of hay to challenge the peasant with sling next to it, then melee with the farmboy.

    Have you thought about how Accuracy affects targeting for a tournament trying to hit a bullseye (or a bag of hay...)?

    For ranged combat, is it possible to hold a couple of arrows in the same hand holding the bow (arrows in line with and against the bow)? One in the right hand plus 2 in the left, giving 3 shots before having to go to the quiver? Maybe that would be an MP penalty?
    As for the targeting of small areas, they are handled with penalty due to small area. As for the "tournament" shots, the more successes, the better the shot.

    Based on input from my archer friends, 2 arrows are still fine, 3 would be with penalty. If you stick them to the ground, it's penalty-free.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
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    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Time to try something risky and experimental.

    Kate commits 9 dice to Block Open and Strike (2 of which get paid to activate the maneouvre).

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    Default Re: Dusty Little Arena [RoS combat sim] IC

    As for the targeting of small areas, they are handled with penalty due to small area. As for the "tournament" shots, the more successes, the better the shot.
    That's what I was wondering, if the tournament is just going for more successes, how does Accuracy play into that?

    Nazir checks his gear then pulls 3 arrows out of his quiver. Two of them he holds in his left hand along with the bow and the third gets nocked. The halfling then steps into the arena. He sees a peasant with a sling and staff sitting on a bag of hay. He draws, aims, then fires at the hole of the "g" of the Zhengar label on the bag of hay the peasant is sitting on, all while meditating on the wisdom Aim Small Miss Small.

    I'm curious how this is timed too. I enter with the arrow nocked, so I just need to draw/begin aim for 1 round. Quick Hands reduces time by 1 round so if I don't want to wait for max MP could I get the shot off right away? Kinda like readying an action. Either way, I'll spend the extra round to get my full 11 MP ATN 7 shot.

    Also- while I am readying to fire is there a mechanic for me to evade an incoming attack (range or melee)?
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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Quote Originally Posted by Anyr View Post
    Time to try something risky and experimental.

    Kate commits 9 dice to Block Open and Strike (2 of which get paid to activate the maneouvre).
    ...and Hunter's powerful lunge meets Kate's powerful block. Kate forces the spear sideways with her shield, gaining a small opening - and advantage that should be exploited fully...

    Hunter's attack: (7d10)[3][7][7][5][6][3][7](38) TN 6 = 4 successes
    Kate's block open: (9d10)[4][3][6][9][10][8][8][3][2](53) TN 6 = 5 successes (I noticed that you paid activation cost from the allocated dice too late, so I ignored last 2 dice - please, write the ACs separately next time)

    1 net success for Kate!
    Kate gains initiative and gets 1 bonus die for next exchange.

    Second exchange, your action?







    Quote Originally Posted by Cavir View Post
    That's what I was wondering, if the tournament is just going for more successes, how does Accuracy play into that?

    Nazir checks his gear then pulls 3 arrows out of his quiver. Two of them he holds in his left hand along with the bow and the third gets nocked. The halfling then steps into the arena. He sees a peasant with a sling and staff sitting on a bag of hay. He draws, aims, then fires at the hole of the "g" of the Zhengar label on the bag of hay the peasant is sitting on, all while meditating on the wisdom Aim Small Miss Small.

    I'm curious how this is timed too. I enter with the arrow nocked, so I just need to draw/begin aim for 1 round. Quick Hands reduces time by 1 round so if I don't want to wait for max MP could I get the shot off right away? Kinda like readying an action. Either way, I'll spend the extra round to get my full 11 MP ATN 7 shot.

    Also- while I am readying to fire is there a mechanic for me to evade an incoming attack (range or melee)?
    Spoiler: Timing issue
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    Round 1 - you nock the arrow (outside the arena). At the end of the round, you have the arrow nocked.
    Round 2 - you enter the arena, see the peasant and start to draw the arrow. The peasant notices you.
    Round 3 - you have the bow drawn and are ready to let it loose, however, you still have not aimed very well (only proficiency dice). You aim. The peasant stands up, picks his sling and starts to look for a rock to sling at you.
    Round 4 - you have the bow drawn, ready and you are already aiming. The peasant is still looking for a rock. You have full MP. You shoot.
    So basically, you could shoot without aiming at beginning of round 3 (a round after you enter arena).


    Nazir's shot: (11d10)[6][5][1][3][5][8][5][8][1][3][2](47) TN7 - 2 successes

    An arrow buzzes through the air, hitting the bag of hay, just next to the peasant's knee, two inches from the "g". The peasant jumps back, losing the pebble he grabbed from the ground. He immediately ducks to pick it up again...

    Spoiler: Evasion while shooting
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    You can evade while shooting - it just costs you dice from your MP as if it were a CP. The difference is how fast the MP refreshes. The thing is, if someone gets too close, you should swithch to a different fighting style.
    However, you can't really aim while dodgning a sword, so I wouldn't do that. Either let loose before he gets too close or full evasion and switch to sword.


    Spoiler: Tournament rules
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    Good point. How about this: the tournament target will be divided into 3 parts - the outside (1 point), inside (3 points), center (5 points). The points are equal to the successes necessary to hit. Accuracy will allow you to shift the hit by 1 if minor, by 2 if major, basically adding successes.Your ideas?


    The peasant is preparing his sling. Your action?
    Last edited by Lacco; 2016-02-29 at 02:08 PM.
    Call me Laco or Ladislav (if you need to be formal). Avatar comes from the talented linklele.
    Formerly GMing: Riddle of Steel: Soldiers of Fortune

    Quote Originally Posted by Kol Korran View Post
    Instead of having an adventure, from which a cool unexpected story may rise, you had a story, with an adventure built and designed to enable the story, but also ensure (or close to ensure) it happens.

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    Ettin in the Playground
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    Default Re: Dusty Little Arena [RoS combat sim] IC

    Wait, Kate gets to roll all 9 dice? I was under the impression that 2 of them got removed by the activation cost.

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