Okay, so here's how combat works in RPOL.
I have pre-defined the NPCs moves in a GM-only private-line.
Tell me what you wanna do.
You can do conditionals (if-then-else) only on folks who are lower on the initiative ranking, but doing so moves you to their position in the initiative for that round.
If your action is made unavailable by the actions of those higher-up the initiative roster (like trying to punch the speedster who's moved way out of range earlier in the round)... well, the story defines what happens. That's
still the action you took. Mind you, the same thing happens for the bad guys--which is why I predefine their actions each round.
I will build an action-list and eventually fill it all out with the actions & numbers as we go, to support the narrative that we build.
Our initiative roster is:
Init | Who | Conditions | Action |
---|
21 | Virginia | Normal | Pending |
19 | Glen | Normal | - |
18 | Klara | - | - |
06 | Marie | Normal | Pending |
03 | Prof Cortez | Afflicted AWE-5/INT-5 | - |
And, in case it wasn't obvious PC Allies are
Blue, Enemies are
Red, NPC allies are
Purple, NPC unknowns are
Gray.
Ooops. I suppose I coulda put the To-Hit defenses up, since they're not rolled.
Glen's DCs:
Dodge DC13 (for ranged attacks)
Parry DC12 (for close combat attacks)
This message was last edited by the GM at 01:15, Fri 09 Sept 2022.