Combat Questions
Posted: Mon Jan 28, 2013 1:14 pm
First and foremost, I apologize in advance if this post is long, drawn-out, convoluted, and misconstrued.
Secondly, most importantly, thank you in advance to the people who chime in, weigh in, inform, hypothesize, and otherwise proselytize.
Currently, I'm GMing the Ladies in Hades and the Dyval Wears Prada MEGAVERSE IN FLAMES MINION WAR CAMPAIGN (on Obsidian Portal) and I've basically opened myself to a whole slew of rules interpretations by allowing material from Rifters and cross-genre games (N&SS, Splicers, etc. -- hey, it's the MEGAVERSE folks! Anything goes!). So, strictly canonically speaking, most of these questions and my audacity to ask them...are DEPLORABLE! How dare I? However, I'm trying to maintain a semblance of the rules that, as Kevin told me at the last Open House "works for me." I wanted to open up these combat questions to the forum and, especially to the Goddess of Post-Fu, for some interpretations, feedback, and constructive criticism. Your input is appreciated.
Here goes:
Combat Rules:
On Saturday it came up rather quickly and no one really said anything regarding their opinions but I want you guys to know that this is a DEMOCRACY. It was brought to my attention that we only play with one simultaneous attack per character per melee round. Um, when did that happen? I don't remember that being a "house rule" and I don't even remember the discussion. Now, I've done more drugs than a team of Tour de France cyclists but, for Lance Armstrong's edification, I'm willing to admit that I might have forgotten. I believe Dan brought this to my attention and Ryan affirmed the ruling so I didn't question it on the spot and I just kinda rolled with the punches for the sake of the game and the story.
To my knowledge: There is no rule limiting your combat actions with regard to attack and defense. Attacker declares attack and rolls strike. Defender declares defense (parry, dodge, entangle, simultaneous) then rolls defense. Outcome. Rinse, repeat. Parry (read: automatic parry) is the only action that does NOT forfeit your next ATTACK attempt. Dodge, Simultaneous Attack, and Entangle all take the place of the DEFENDER'S next action. If they are AUTOMATIC (auto-dodge, auto-parry, auto-roll, etc.) it does NOT cost you an action to do so NOR does it take the place of your next action. AFTER DEFENSE, defender may ROLL to take half damage (14 or better I think? 16?) and that DOES take a melee action (unless it is AUTOMATIC -- Dog Boxing for Isaac, for example.)
You can normally parry THREE different attackers / attacks for free due to space / size restrictions. Circular Parry, Multiple Parry, and MARTIAL ARTS PARRIES are free from this restriction. YOU CANNOT PARRY OR DODGE ATTACKS FROM BEHIND UNLESS YOU HAVE ADVANCED COMBAT TRAINING (it usually says, like in the case of the Juicer, may dodge ALL attacks including those from behind).
Hand to Hand Magic / Arcomi (Jescha, Pall Mall) is subject to the exact same restrictions as Hand to Hand Martial Arts. Parry may be used in conjunction with a Fireball, a Call Lightning, Fire Bolt, etc. The parry successfully DEFLECTS the intended blow -- it does NOT DAMAGE THE PERSON BEING PARRIED. Dodge may be used in conjunction with Armor of Ithan, Armor Bizarre, and ONE-CASTING COST defensive spells. With a successful principles of magic roll for SPEED CASTING, +50% PPE, and the typical rules for Spell Specializations and FOCI you may include higher level spells in the "one-casting cost" repertoire. A simultaneous attack with Hand to Hand Magic is subject to the EXACT SAME LIMITATIONS AS A PARRY (ie. one-casting cost, aggressive action, etc.) except it costs an attack / action AND focus of the spell is the ATTACKER -- NOT THE ACTUAL ATTACK ITSELF -- so damage would be done to the attacker, unlike the parry where the spell just blocks the blow.
Paired Weapons: Strike with one weapon and parry with the off-hand weapon without using an action. Four-arms, double-pairs of weapons, I think the rules are lacking here. I kinda made a quick call just to move the game forward on the spot when I said that you would need a second weapon in the second set of arms for that to count as "paired" for a total of FOUR weapons instead of THREE and one hand free. My call was that with FOUR weapons (TWO PAIRS) you can strike and parry without losing the benefit of your "paired weapon."
Okay, so please don't read too much into this. I want to get feedback on this stuff before it is written into the Obsidian Portal RULINGS page. We have the page so that we can refer to our past rulings and ensure that we stay CONSISTENT. I'm not making any snap judgements or game-calls. I'm just opening up the floor to discussion. This affects only certain CURRENT characters in the game more than others (Steve, Sonja, Jescha, Isaac, James) but it will potentially affect ALL FUTURE CHARACTERS and the NPCs at my disposal. What I would do is open it up to discussion on the Palladium Forums and then speak to you individually. When I have enough information we will vote and make a decision.
Recap:
1) One simultaneous attack per person per melee round.
2) Parry 3 separate attackers before costing actions for those untrained in multiple parry or circular parry.
3) Auto-dodge, auto-roll, auto-etc. doesn't cost an action (next or otherwise). Period.
4) No defense for attacks from behind UNLESS TRAINED.
5) Hand to Hand Magic / Arcomi follows same rules as previously outlined.
6) Paired Weapons in a four-armed creature allows you to strike and parry normally provided each set of arms is dual-wielding (four weapons instead of 3).
If there are other issues please feel free to bring them to my attention. Also, feel free to partake in the discussion on the palladium forums and to actively engage the responses.
Again, to reiterate, NOTHING is being done yet. I am merely collecting opinions and information. EVERYONE has a voice. THIS IS A DEMOCRACY.
Secondly, most importantly, thank you in advance to the people who chime in, weigh in, inform, hypothesize, and otherwise proselytize.
Currently, I'm GMing the Ladies in Hades and the Dyval Wears Prada MEGAVERSE IN FLAMES MINION WAR CAMPAIGN (on Obsidian Portal) and I've basically opened myself to a whole slew of rules interpretations by allowing material from Rifters and cross-genre games (N&SS, Splicers, etc. -- hey, it's the MEGAVERSE folks! Anything goes!). So, strictly canonically speaking, most of these questions and my audacity to ask them...are DEPLORABLE! How dare I? However, I'm trying to maintain a semblance of the rules that, as Kevin told me at the last Open House "works for me." I wanted to open up these combat questions to the forum and, especially to the Goddess of Post-Fu, for some interpretations, feedback, and constructive criticism. Your input is appreciated.
Here goes:
Combat Rules:
On Saturday it came up rather quickly and no one really said anything regarding their opinions but I want you guys to know that this is a DEMOCRACY. It was brought to my attention that we only play with one simultaneous attack per character per melee round. Um, when did that happen? I don't remember that being a "house rule" and I don't even remember the discussion. Now, I've done more drugs than a team of Tour de France cyclists but, for Lance Armstrong's edification, I'm willing to admit that I might have forgotten. I believe Dan brought this to my attention and Ryan affirmed the ruling so I didn't question it on the spot and I just kinda rolled with the punches for the sake of the game and the story.
To my knowledge: There is no rule limiting your combat actions with regard to attack and defense. Attacker declares attack and rolls strike. Defender declares defense (parry, dodge, entangle, simultaneous) then rolls defense. Outcome. Rinse, repeat. Parry (read: automatic parry) is the only action that does NOT forfeit your next ATTACK attempt. Dodge, Simultaneous Attack, and Entangle all take the place of the DEFENDER'S next action. If they are AUTOMATIC (auto-dodge, auto-parry, auto-roll, etc.) it does NOT cost you an action to do so NOR does it take the place of your next action. AFTER DEFENSE, defender may ROLL to take half damage (14 or better I think? 16?) and that DOES take a melee action (unless it is AUTOMATIC -- Dog Boxing for Isaac, for example.)
You can normally parry THREE different attackers / attacks for free due to space / size restrictions. Circular Parry, Multiple Parry, and MARTIAL ARTS PARRIES are free from this restriction. YOU CANNOT PARRY OR DODGE ATTACKS FROM BEHIND UNLESS YOU HAVE ADVANCED COMBAT TRAINING (it usually says, like in the case of the Juicer, may dodge ALL attacks including those from behind).
Hand to Hand Magic / Arcomi (Jescha, Pall Mall) is subject to the exact same restrictions as Hand to Hand Martial Arts. Parry may be used in conjunction with a Fireball, a Call Lightning, Fire Bolt, etc. The parry successfully DEFLECTS the intended blow -- it does NOT DAMAGE THE PERSON BEING PARRIED. Dodge may be used in conjunction with Armor of Ithan, Armor Bizarre, and ONE-CASTING COST defensive spells. With a successful principles of magic roll for SPEED CASTING, +50% PPE, and the typical rules for Spell Specializations and FOCI you may include higher level spells in the "one-casting cost" repertoire. A simultaneous attack with Hand to Hand Magic is subject to the EXACT SAME LIMITATIONS AS A PARRY (ie. one-casting cost, aggressive action, etc.) except it costs an attack / action AND focus of the spell is the ATTACKER -- NOT THE ACTUAL ATTACK ITSELF -- so damage would be done to the attacker, unlike the parry where the spell just blocks the blow.
Paired Weapons: Strike with one weapon and parry with the off-hand weapon without using an action. Four-arms, double-pairs of weapons, I think the rules are lacking here. I kinda made a quick call just to move the game forward on the spot when I said that you would need a second weapon in the second set of arms for that to count as "paired" for a total of FOUR weapons instead of THREE and one hand free. My call was that with FOUR weapons (TWO PAIRS) you can strike and parry without losing the benefit of your "paired weapon."
Okay, so please don't read too much into this. I want to get feedback on this stuff before it is written into the Obsidian Portal RULINGS page. We have the page so that we can refer to our past rulings and ensure that we stay CONSISTENT. I'm not making any snap judgements or game-calls. I'm just opening up the floor to discussion. This affects only certain CURRENT characters in the game more than others (Steve, Sonja, Jescha, Isaac, James) but it will potentially affect ALL FUTURE CHARACTERS and the NPCs at my disposal. What I would do is open it up to discussion on the Palladium Forums and then speak to you individually. When I have enough information we will vote and make a decision.
Recap:
1) One simultaneous attack per person per melee round.
2) Parry 3 separate attackers before costing actions for those untrained in multiple parry or circular parry.
3) Auto-dodge, auto-roll, auto-etc. doesn't cost an action (next or otherwise). Period.
4) No defense for attacks from behind UNLESS TRAINED.
5) Hand to Hand Magic / Arcomi follows same rules as previously outlined.
6) Paired Weapons in a four-armed creature allows you to strike and parry normally provided each set of arms is dual-wielding (four weapons instead of 3).
If there are other issues please feel free to bring them to my attention. Also, feel free to partake in the discussion on the palladium forums and to actively engage the responses.
Again, to reiterate, NOTHING is being done yet. I am merely collecting opinions and information. EVERYONE has a voice. THIS IS A DEMOCRACY.