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10:23, 26th April 2024 (GMT+0)

Combat.

Posted by The JudgeFor group 0
The Judge
GM, 2 posts
STR:X DEX:X INT:X
Armor:X HP:X/X
Tue 20 Dec 2022
at 18:21
  • msg #1

Combat

The game mechanics are almost as light as the setting. For a saving throw or ability check, simply roll under your ability score with a d20. Combat is also very streamlined. No initiative rolls are necessary. Good guys go first. No attack rolls are necessary. Just roll damage for the weapon and subtract the armor score of the enemy. Most weapons inflict 1d6 or 1d8 damage. If for some reason the attack is impaired, say vision is obscured, then the damage die is reduced to 1d4. Conversely, if the attack has a significant advantage, then the damage die is increased to 1d10 or higher at the gamemaster's discretion.

Damage is first applied to the enemies' HP (hit protection), then when that is depleted, damage is deducted from the Strength score. When the HP is down to zero, the victim must pass a Strength save or suffer critical damage. A critically damaged character is out of the action until they are tended by an ally during a short rest. When the HP and the Strength score are both zero, the creature or character is dead.

In Mass Combat, everyone attacking the same target rolls for damage and the HIGHEST ROLL is the damage dealt.

By way of natural healing, all lost HP are recovered with "a few minutes of rest." A few weeks of downtime at a safe location restores all ability scores.
This message was last edited by the GM at 18:12, Fri 23 Dec 2022.
The Judge
GM, 55 posts
S/20 D/20 W/20 HP X/X
HP X/X Armor/X
Fri 13 Jan 2023
at 22:22
  • msg #2

Combat

It takes about 20 seconds to reload a black powder weapon, so you can fire once per round as long as you are not involved in melee.
The Judge
GM, 61 posts
S/20 D/20 W/20 HP X/X
HP X/X Armor/X
Wed 18 Jan 2023
at 19:13
  • msg #3

Combat

From the creator, Chris McDowall, on his Discord:

Been thinking on the whole "ganging up rule" lately, where multiple attackers with one target all roll their dice together and keep the highest.
I still like this mechanic but in the reality of at-table use you hit weird situations where you have to tell everybody to hold on and don't roll yet, and I regularly see players who don't get the high roll feeling like they didn't actually contribute.
Got a number of untested alternatives in my draft doc but I'm also wondering if something this simple would help:

**ATTACKS**
- Take the dice noted on your weapon(s) and granted by bonuses.
- Multiple combatants attacking the same target pass their attack dice to a designated leader who rolls them all together.
- Take the single highest die from all of those rolled. The attack causes that much damage.
- If relevant, the leader of the attack declares who strikes the decisive blow.

So identical mechanically (other than the decisive blow thing) but it muddies the waters of the characters' individual efforts.
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