Post by bear on Sept 29, 2015 0:23:29 GMT
Here is a small summary of what you roll in combat for the various skills and how it works.
Initiative.
Everybody starts with Initiative rolls, which is a simple d10 with your Wits and Agility scores added to it as one number. This determines your place in the turn order.
Actions
Everyone can do one attack and one defense action per turn. That means you can both attack and dodge, or attack and try to run away, or what have you. You may also use a Minor Action to reload, heal, or move to a better fighting position, at the cost of making your two normal actions roll at +1 DC
Rolls
Here is what you roll for the various combat things.
Guns
At long range, you roll Perception+Guns to hit. At medium range, you can use either Perception+Guns or Agility+Guns. At close range (3 yards or less), you roll Agility+Guns. Any spec that applies to the rolls adds +1 to your dice pool
Melee
Melee is always Agility+Melee, with specs adding +1 accordingly. The DC is based on the weapon. Parries use the same dice pool and DC, with DC going up or down based on what weapon is parrying what. A knife trying to parry a greatsword is going to get a DC penalty.
Unarmed
Standard striking is Agility+Unarmed. Grapples may be rolled with Agility+Unarmed or Strength+Unarmed, based on player choice. DC is determined by the level of your Unarmed skill, as detailed in the Skills thread.
Dodging
Dodging is always Agility+Athletics. The DC is determined by the type of attack you are dodging, as detailed in the Dodge/Parry Quick Reference thread on this board.
Initiative.
Everybody starts with Initiative rolls, which is a simple d10 with your Wits and Agility scores added to it as one number. This determines your place in the turn order.
Actions
Everyone can do one attack and one defense action per turn. That means you can both attack and dodge, or attack and try to run away, or what have you. You may also use a Minor Action to reload, heal, or move to a better fighting position, at the cost of making your two normal actions roll at +1 DC
Rolls
Here is what you roll for the various combat things.
Guns
At long range, you roll Perception+Guns to hit. At medium range, you can use either Perception+Guns or Agility+Guns. At close range (3 yards or less), you roll Agility+Guns. Any spec that applies to the rolls adds +1 to your dice pool
Melee
Melee is always Agility+Melee, with specs adding +1 accordingly. The DC is based on the weapon. Parries use the same dice pool and DC, with DC going up or down based on what weapon is parrying what. A knife trying to parry a greatsword is going to get a DC penalty.
Unarmed
Standard striking is Agility+Unarmed. Grapples may be rolled with Agility+Unarmed or Strength+Unarmed, based on player choice. DC is determined by the level of your Unarmed skill, as detailed in the Skills thread.
Dodging
Dodging is always Agility+Athletics. The DC is determined by the type of attack you are dodging, as detailed in the Dodge/Parry Quick Reference thread on this board.