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.

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