MORE HOUSE
COMBAT RULES:
Strike Ranks
and Combat Actions
Phases of a melee round:
1. Statement of intent, proceeding from low to
high DEX. We play it fairly loose. Tied
DEXs roll 1d10; highest declares last, ties declare simultaneous. Spirits or
non-DEX entitites declare last, simultaneously.
2. Strike Ranks (see below): SR 1-10 in
sequence of high to low DEX.
3. Bookkeeping Phase: Conduct all bleeding,
INT, CON, or Scan rolls, befuddlement shakeoffs, first aid attempts (before
bleeding damage), etc. All combatants
are informed of new developments and may react to them in next round’s
statement of intent.
STRIKE RANKS:
The
bane of RQ3 players.
You
get 2 "actions" per round: attack, parry, or dodge. Spellcasting is not an "action."
Here
are some examples of how long actions take.
When in doubt, they take 3 SR.
Action SRs needed:
Attack: SIZ+DEX+weapon
SR (average = 7-8);
cannot
carry over to next round
Fire
readied missile weapon: DEX SR
Spirit
combat: DEX SR;
one action per Attack or Evade (see rules)
Cast
spell: DEX
SR + the MPs put into the spell;
can
carry over into other rounds.
Move: DEX SR,
then:
run
(MOV)m per SR (1 action), or walk (MOV/2) m.
Drop
item in hand: no SR
(this does not include backpacks, etc.)
Dodge
projectiles: entire
round (takes 2 actions)
Aimed
blow: SR 10;
1/2 attack chance
Use
ceremony: +1 SR per 1% added
to casting chance; max = skill
Prepare
attack: +1 SR per
+1% added; max +10%
Wild
swing: -1 SR
to attack but 1/2 chance
String
bow: 1 round
and DEXx5%
Light
torch: 1
round and POWx5% with firemaker tools
Jump
or Climb: 1 round; one action
Take
off armor: 1 SR per ENC; x2
underwater
Put
on armor: 2 SR
per ENC; x2 underwater
Most
other actions: 3 SR
(surprised,
grab item on self, switch from attacking to spellcasting, change statement of
intent, scan the area quickly,
switch weapons, drop backpack to reduce ENC, etc.)
DIFFICULT COMBAT SITUATIONS:
1.
Breaking holds: When grappled, may try to break free on DEX
SR next round (this is a change) but opponent can attack you that previous
round if they have time, or on their DEX SR next round. Breaking free counts as one action and
requires a STR vs STR roll.
When held or holding someone, your
dodge is at 1/2 skill (****note that ENC is always subtracted out AFTER this
1/2****). You may parry normally if your
parrying arm is not held. People
grappling each other may attack each other at regular chances.
Melee attacks at grappling opponents
are at -20% unless 1 round is used to prepare each blow. Missile attacks at grappling opponents have a
50% chance of hitting the wrong person unless 1 level of success is used to
avoid that. A fumbled weapon attack
against a grappling opponent will hit the friend instead 50% of the time.
2.
Dropped weapons: Picking up the weapon takes 2 of the
following 3 choices: (1) a DEXx5% roll or (2) one action or (3) your DEX SR +3;
thus delaying your attack by that many SR.
If you try to pick it up the same
round that you dropped it, it takes 3SR more (you are surprised and must change
intent); thus it takes 6+ DEX SR and normally is not possible. You may dodge or parry normally while you are
grabbing and readying the weapon, but may not parry with the weapon until it
fully ready.
If the weapon is tied to your hand,
you only need to take 1 of the 3 choices, but it takes another 2 choices to
connect/disconnect the item if you need to, and YOU MUST HAVE BOTH HANDS
FREE! Two-handed weapons cannot be tied
to hands. They are too big.
3.
Falling down in combat: Because of slipping,
knockdown attacks, injury, etc. Make
DEXx5% roll for each item in hand or drop them.
Getting up again takes one action, plus 1 whole round to get up. Are at 1/2 dodge. Are +20% to be hit until you are up and -20%
to hit opponents, and cannot be braced vs. another knockdown attempt.
May speed getting up with an
Acrobatics roll (takes DEX SR; +3 if in same round as fallen; doesn’t count as
an action) or a Jump roll (takes DEX SR+3 next round; counts as an action),
which prevent you from getting up if you fail, and if you fumble you are
screwed somehow.
4.
Underwater combat: May not use any slashing or crushing weapon
to attack or parry (includes shields, except Zola Fel turtle shield at 1/2
skill). Thrusting weapons may parry
normally. May dodge at no higher than
Swim (-5x ENC) skill. All opponents have
+3 pts armor unless attacker is native to water (sharks, etc.). Must make Swim rolls to do certain tasks
during combat. Spellcasting is
impossible except for creatures native to water. Move is 1/2m/SR swimming or 1/4m/SR walking
on bottom. Some native water creatures
(including ducks and newtlings) get +10% to attacks, dodges, and parries vs.
non-native foes.
5.
Running:
Counts as one action when used that
round; walking (1/2 speed; 1.5m/SR) does not.
Requires INTx3% roll if spellcasting at same time. If moving to attack, just add total movement
SRs to attack SR. Neither you nor your
opponent can attack until you get there.
6.
Disengaging: Unless you are much faster than opponent,
must spend 1 round not attacking (can parry/dodge) to disengage. Impossible if opponent is faster than
you. If you are much faster than opponent
you can disengage freely just by moving away, with 3 SR penalty. Opponent can still attack you if they have
SRs.
7.
Mounted combat:
Cannot use attack, parry, or dodge skill
higher than Ride skill. Get -1 SR to attacks vs. footmen, +1 on hit location
table (easier to hit head). Mount
imparts damage bonus to charging with thrusting weapons (spears). Difficult to use many 2-handed weapons except
spears (1/2 chance for greatswords and axes).
Can dodge at 1/2 chance; parry normally.
Can parry to protect mount if mount attacked on same side as parrying
weapon. Cannot use missile weapon if
animal is moving quickly.
8.
Close combat: If an opponent with a long weapon (e.g.
spear) is faster than an opponent with a short weapon (e.g. dagger, claws,
bite), then there's not much the latter can do.
BUT if the shorter weapon user is able to close in on the opponent
because of speed, knockdown, or disablement, then the shorter user trades
weapon SRs with the opponent. If
multiple opponents are engaged, just do the close combatant’s attack before the
slower, longer weapon-user’s somehow.
Complicated
combat example:
A
tiger (DEX 17 = DEX SR 2; SIZ SR 1; weapon SR 3 = SR 6 normally) surprises
Rurik Runespear (DEX 16 = DEX SR 2; SIZ SR 1; weapon SR 1 = SR 4 normally).
Round
1. Rurik and tiger each declare to
attack and dodge. Tiger goes on SR 6 and
Rurik on (4+3 for surprise =) 7. Tiger
hits Rurik and knocks him down, and he drops his shield. Tiger is now in close
combat with its victim, trading weapon SRs.
Rurik attacks at -20% on SR (7+2 for higher weapon SR =) 9 and
misses. Tiger attacks at +20% with bite
on SR 9 (3 after last attack; as always) and hits, holding on to hapless
Rurik's throat.
Round
2. Rurik declares to break free, then attack while remaining down (no
dodge/parry). Tiger will dodge Rurik and
bite him while pinning him down w/claws.
Tiger goes on SR 2 (DEX SR) with bite (+20%) and throttles Rurik more
(some damage). Rurik breaks free (STR vs
STR) on SR 2 (DEX SR), throwing off the pinning tiger. Tiger is still in close combat with Rurik
because he is down, so it's claws go on SR (2 for bite + 4 for weapon =)
6. Oops, it missed! Rurik can attack on SR 2+6 = 8 at -20%. He does, but the tiger is not at 1/2 dodge
because it is no longer pinning him, and so it deftly avoids his attack.
Round
3. Rurik declares to get up while dodging.
Tiger keeps attacking on SR 4 (claws; close combat) and 7 (bite, 3 SR
later). Rurik dodges all of them, the
lucky bastard. End of round, he gets up.
Round
4. Rurik declares to grab his shield (DEXx5% roll and 5 SR; no action used) while
dodging the claws, then parry the bite.
Tiger is faster than Rurik so it can stay in close combat, attacking on
SR 4 and 7. Rurik dodges again, and has
his shield on SR 5, so 2 (DEX) SR later his shield is ready and he can parry
the bite on SR 7.
Round
5. Rurik declares to attack (SR 6 because of close combat) and parry; tiger
keeps coming with claws on SR 4 and bite on 7, then dodge. Rurik deftly parries the claws, then disables
the tiger's forequarters with his spear, spoiling the bite!
Round 6. Rurik is not frightened of the crippled tiger and
declares to attack with spear and shield bash.
He can freely leave close combat now because the tiger is impeded, so he
spears on SR 4 and shield bashes on 7.
Tiger cannot attack, but can dodge at 1/2 chance because 1/2 its limbs
are crippled. Unfortunately, Rurik
fumbles his attack on SR 4 and stumbles into the nearby river.... a story for another day. The tiger licks its wounds and laughs.