Fallout Equestria: Journeys
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B: Basic Combat

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1B: Basic Combat Empty B: Basic Combat Tue May 24, 2016 6:32 pm

Captain

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Basic Combat Rules
FoE Journeys employs a fairly diverse, albeit simplified tabletop styled d100 dice driven combat system. The core elements of this set up are comprised of three interlaced pieces:
Level impacts your hit chance (and chance to be hit).

Armor and weapon quality dictates the amount of damage taken.

Your health is a reflection of your levels (and to some degree, any bonus HP perks).

The flow of combat essentially moves like so: determine the roll needed to successfully hit another player (or NPC) -> roll a d100 to determine if hit is successful -> if successful, deduct your weapon value from the player's armor value to determine damage dealt -> deduct the health from the harmed player.

Hit chance is calculated on a graduating scale, directly reflective of the level difference between two characters.
The base roll is (40): in other words, if character X and character Y are the same level, each would need to roll a (40) to hit one another.

To determine the roll required when there's a difference in level, all that is required is simple math: find the number of levels between character X and character Y. The higher level would subtract the total from (40) to determine what he or she requires to roll, whereas the lower level would add the total to (40) to determine what he or she requires to roll. For example: assuming character X is level 10, and character Y is level 5 . . . character X requires a (35) to hit character Y. Inversely, character Y requires a (45) to hit character X.

In order to ensure even the lowest of levels have an opportunity to strike high level opponents, one additional rule applies to hit chance: regardless of the level disparity, a character will never have to roll more than a (90) to hit a higher level target.

The second portion of combat is the determination of damage done. Damage is a reflection of the defender's equipped armor tier, versus the attacker's equipped weapon tier.
Regular damage for a successful hit will never be below (1). This is considered base damage. That way, no matter what the weapon, a poorly equipped character can still be some level of threat against better equipped characters.

That said, the formula for damage is: 1 + (Weapon Tier + Bonus Perk Damage - Armor Tier) = Total Damage.
Example: character X has a T5 weapon, while character Y has T3 armor. Assuming character X has no bonus damage from perks, the calculation for this hit would be 1 + (5 - 3) = 3 damage.
Health is very simply: character's total level (base levels + gear), divided by 2. In addition, you will always round up on this calculation!
Utilization of AP is a two step involvement. Foremost: the player must roll to determine if their skill ability is successful. If successful, consult the description of the ability, deduct the AP from your total pool, and proceed to rolling for hit chance. If unsuccessful, deduct the AP from your total pool, and skip your roll for hit chance.


Movement and Control

Actions: Per Turn you get 1 Major Action, Minor/Support Action(s), and a Movement Action.


Major Actions: Actions that traditionally require you to use your entire post. This includes: Attacks, Use of healing items, attempting to flee battle, activating certain perks and skills. Any exceptions to this rule are noted in the description of specific skills or perks.


Minor/Support Actions: Actions that may be used during the same post as a major action, and are stackable. This includes: Using Chems, Activating most Attack Skills to pair with your attack, and activating most Perks. You may not, however, activate multiple minor actions of the same type. For example, you cannot initiate two skills in the same post, or two chems in the same post, unless you are utilizing a Skill or Perk allowing you extra Actions. Nor may you activate two once-per-scene perks at once, regardless of which pool they fall within.

Cover: The world is full of sturdy objects to hide behind when bullets start to fly. Taking cover behind anything is a Movement Action--You are immune to Ranged Attacks while Line-of-Sight between you and your attacker is interrupted, though some skills ignore cover.
You may move between cover, and attack from cover so long as it is within your movement limit(5 Meters for Ranged and 10 Meters for Melee). You may leave cover, attack in melee and move back to re-enter cover so long as it was within 10 meters of movement. You may also pop out from behind cover and fire your gun at a target and re-enter cover.  
A level of common sense applies to the use of objects: parts of an avatar protruding due to SL deficiencies does not constitute an individual as exposed. Furthermore, object choice dictates how cover can be broken. Heavy Cover, such as a cement barrier, cannot generally be overcome without the use of AoE explosives. On the other hand, Light Cover like wooden walls or light materials may easily be shot right through by most weapons utilizing skills for circumventing Cover. Line of sight applies to the use of cover: hiding behind a square block can easily be overcome if your opponent maneuvers to the side of it. When it comes to cover, use your best judgement.

Note: AoE Explosives can be thrown over cover, but an AoE explosive that lands in front of cover does not circumvent it. Light Cover offers protection from attacks, but cannot survive too much abuse. A well-placed Explosive can destroy Light Cover, (Roll of 75 or higher after to-hit bonuses.) but Heavy Cover can not be destroyed by anything less than a T4 Explosive.

Movement in Combat: For the purposes of this regulation alone, "in combat" is defined as "actively engaged by another foe." The presence of enemies in the area does not constitute "in combat," whereas the presence of enemies shooting in your direction or moving toward you with intent to engage in melee does. Movement in combat is limited to 10 meters per post. Movement is not considered a major action. As such, a melee character can close a 10 meter gap and attack in the same post. On the flip side, characters using ranged weapons/AoE/Spells may only move 5 meters if they opt to shoot in the same turn as they are moving. Some status effects such as "Knocked Down" and some skills like "Curb Stomp" cost you your movement action for your turn by inflicting the "Snared" status effect.

Combat Range: Battle is intended to be carried out within chat range. If by the natural progression of things (maneuvering, using skills, et cetera) you and your target exceed chat range, you shall suffer no penalty. Combat initiated outside of chat range will have a diminishing return equivalent to -5 to hit chance per 10 meters. In all instances, you or a proxy must roll attacks within the visual presence of your target OOC to prevent abuse. This is limited to PvP only--PvE combat suffers no negatives regardless of Range.

Note: Thrown Grenades and Explosives (T4 or lower) have a Range of 40 Meters. Explosives rank T5 or higher are considered "Rocket Propelled" and have no range limit as long as your target is an NPC. Thrown Explosives benefit from a trajectory arc while Higher tiered explosives require LoS.

Note: Spells share the same restriction as thrown Explosives with the exception of single-target "Bolt" spells, they share the same restrictions as Ranged combat.



Damage

Critical Hits: if a player or NPC rolls a 100, the attack is consider a critical impact. In the event this occurs, the effects of the event are doubled. The critical modifier applies after all perks are counted for, minus the armor, effectively doubling the end result of damage done. For example, if you were to normally hit a target for 2 damage, you would hit it for 4 damage with a critical. Furthermore, critical hits are only impacted by perks that specifically mention "critical hit chance" in the test. General hit chance increases do not lower the required roll for critical hits.

Area of Effect (AOE) Damage: devices that are "explosive" in nature and/or are area of effect are independent of your weapon tiers (and do not impact your overall level). These items are consumable, and have their own unique damage sets dictated by the quality of the explosive. AOE Ammunition is player crafted and tracked. Consult the consumables tab on the spreadsheet. AOE ammunition aesthetics are not dictated, only the strength of said ammunition. As such, we will list your AOE ammo in your inventory with a generic descriptor of "explosive."

Fall Damage: any tumble greater than 10m will result in damage rendered unto the character equal to 20% of total health per 10m. In short, 40m or greater is immediate knock out. Fall damage does not apply if the distance is as result of you using a skill to attack another (see: Meteor Drop).



Recovery

Healing: characters naturally heal 20% of their HP a day. Like AOE explosives, healing items and spells have specific rules associated with them based upon their tier. Healing items are player crafted and tracked. Consult the consumables tab on the spreadsheet.

Action Point Regeneration: Regenerates at a rate of 20% per day, but can be restored with craftable Food and Beverages, similar to healing items.


Sparring Rules:
Sparring between two characters is allowed, but must be agreed upon by all parties involved. The fight will not result in loss of gear or a mercy roll if one of the sparring characters is brought to 0 hp. Both characters involved are fully restored of HP and AP when the fight ends. If the sparring turns into actual combat for any reason, the characters that were sparring are fully restored of HP and AP before actual combat begins.

Note: If you engage in sparring, both characters will only heal up to the HP they were at AT THE START of the sparring match.



Miscellaneous

Predatory Retribution: if a player attacks another player character beneath the level of (10), said offender will immediately receive a bounty placed upon their head by "Peacekeepers". Rule only applies if attacking character is above level (10) themselves, and if the lower level did not attack first.

Fleeing: players may flee from combat with a successful roll of 65 or greater. For each attempt a player makes at fleeing and fails, the requirement drops by 5. Upon successfully leaving battle, a player may not return. Players may not roll to flee until the first round of combat has passed.

Initiative: when combat begins, all involved parties roll 1d100. The posting order is dictated in descending order, with the individual rolling the highest number having first post. Any additional joiners after the initial roll automatically go to the end of the line.

Initiative Expanded:
Initiative is always rolled for at the start of a fight. If you intend to attack somebody, you roll for initiative first, and then roll your attack when you know your position in the order - not the other way around. You cannot roll to attack, and then roll for initiative.

  • If you are with another person and initiate the attack, but roll lower initiative than them, they still go first unless you both agree otherwise.
  • If you are attacking from stealth, initiative must still be rolled first - but others cannot act against you unless they detect you first. The attempted detection rolls can be taken before or after initiative is rolled and count as a minor action (i.e you can do/roll for other things after declaring an attempt at detecting stealth), but you can only attempt a detection roll once, not every turn.
  • Using an ability to put yourself at the top of the post order puts you at the top of the post order. If you join a fight late, you cannot use that ability.
  • If you and somebody else use an ability to put yourself at the top of the post order, both of you roll off and whoever comes out with the higher number is at the top, while the other person is made second on the post order.


Reinforcements: In order to call reinforcements, your faction must have the radio perk. While in combat, you must make it known ICly that you are calling reinforcements over the radio, and they will be allowed to join combat 5 rounds after in order to account for the time to muster reinforcements, as well as the time to travel there.
Note: Best practices. //Radio chatter here!\\ <Different language here>

Stealthing: placing your character into a "stealthed" status, thus avoiding detection by others, is a function of action point skills. Consult the skill set "Sneak" for details.

Pick-pocketing: Picking a pocket, stealing some caps, making off with a free meal. Doing this is an Out of Combat roll, requiring you to roll high enough to 'Hit' your target. On a successful 'Hit', you then roll a D100 to determine how many caps you made off with. Stealing from someone breaks stealth. However, a successful theft while in stealth would mean the character does not realize he or she was stolen from. Otherwise, there's a chance of your target being aware they've been robbed--They only need roll higher than your 'To Hit' roll to notice.


System Written and Designed by Imperious and the Roanoak staff. Credit goes to them for creating the rules and system.

https://foejourneys.forumotion.com

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