Post by KnightRhoden on Aug 2, 2016 23:20:10 GMT -5
Our room uses a very detailed logic + roll based combat system where strength, speed, skill, armor and equipment heavily factor in to create an almost completely realistic simulation of combat.
The combat system used here is heavily determined by logic and rolls are only used in cases where conflict or attempt moments arise. As such combat needs tremendous attention to detail, especially if the fighters are evenly matched.
You are expected to provide minute details as to how your character is holding his sword, how he is holding his guard, which direction his sword is facing and the angle of the sword. You MUST provide details as to attack direction, your stance, weapon position and the type of your attack (light but fast, normal or slow but heavy)
Understand that since combat is realistic, certain characters with certain attributes will have no way of logically countering certain attacks or escaping certain situations. A child will not be parrying a Great Axe swing by a Berserker, and a normal human will not be somehow dodging the area of effect fire breath attack of a dragon while inside a closed hallway. It is upto you and your character to think things ahead of time and to try and not get into said situations.
COMBAT FORMAT
Combat in Calradia is done on a turn by turn system.
A player can use his/her turn to attack, defend or do whatever.
The format goes like this
Combat Format
The attacking player, strikes, details how he attacks.
The defending player details his response to the attack, which may be a dodge, a simple backstep to gain distance, an outright escape, or a parry, or even a parry followed by a counterattack.
Then the Game Master (admins) roll for the both of them respectively, assuming there is conflict.
If the attacker succeeds, he lands a blow.
If the defender succeeds they may choose to parry, dodge or move or any other combination deemed logical and reasonable.
Defenders winning the roll may also choose to counterattack after a dodge or a parry.
The attacker can defend against the counterattack via roll, but -CANNOT- counterattack if they successfully defend against it.
The defender starts a new turn and begins the attack if they've successfully counterattacked.
Landing a blow which would disorient, stun or cause the opponent to be incapable of reaction in that moment will give the attacker a free turn. Examples include landing a heavy disorienting blow with a warhammer, hacking off a limb or simply hitting the head hard enough. This may seem unfair, but realize that realistic combat begins and ends with initiative, and the victors are the ones usually pressing it.
In melee the type of attack you are attempting is subject to modifiers.
Slow but heavy attacks have a bonus modifier against enemy parry attempts, normal attacks have no modifier, and fast but light attacks have a bonus against both enemy parry and dodge attempts, but consequently deliver much lower damage.
Example
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Rhoden Orikson assumes a low guard with his hands extended out forwards, sword pointed downward and pointy end facing the opponent at a 315 degree angle. He slowly advances step by step, until he is within 5 feet of his opponent. He then quickly raises his sword to a high guard, with both hands behind his right shoulder, his blade over his right shoulder, but pointy end pointed down at his opponent at a 345 degree angle. He then attempts to strike his opponent with a quick thrust to the shoulder, whilst taking advantage of the full reach of the weapon.
Devan Mallory sees his opponent's change in stance. He too adopts his opponents stance of blade over the right shoulder with pointy end pointed down at a 345 degree angle towards his opponent. He then attempts to parry his opponent's thrust to the side whilst simultaneously thrusting towards his now vulnerable opponent. Attack and defense in one motion.
[Rhoden Orikson rolled a 32]
[Devan Mallory rolled a 97]
Devan Mallory's counterattack succeeds, his counter thrust so powerful, that it impales Rhoden on the spot running him through.
Rhoden Orikson is fatally struck. He falls to his knees as he slowly bleeds out and loses consciousness. He dies from blood loss from his wounds.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The above example illustrates 1 on 1 combat format. In the case of multiple combatants, the format will simply go in alphabetical order on the room list, and rolls will be made once everyone has posted their attacks and reactions.
COMBAT RULES
No ignoring your opponent's form, guard, stance and attack direction.
No ignoring your opponent's powers, abilities or attributes. No matter how perfect your form is, if a superhuman Minotaur hits you with a Great Axe, and you're a normal human, you will get sent flying or have your weapon broken.
No whining over the outcome of rolls, rolls are final.
No forced killing, maiming or mental scarring without the other player's consent.
No ignoring of armor. No edged weapon strike made by a normal human will ever get through plate armor, assuming the weapon is of normal human make and the armor is of functional quality.
You -CANNOT- counterattack your opponent's counterattack of your initial attack. You may only parry or react to it via dodge or movement.
You MUST provide details as to attack direction, your stance, weapon position and the type of your attack (light but fast, normal or slow but heavy)
COMBAT MODIFIERS
Due to the realistic nature of combat mixed in with the roll system, there are many cases and situations where players will have to take negative or positive modifiers to their rolls.
The list will continue to grow as more ideas come to mind, and Game Masters may force someone to take a penalty or bonus to their roll at anytime regardless of whether an item is on the list or not.
ARMOR
Armor is a huge part of the realistic combat system. Outfitting yourself in proper armor is absolutely crucial to success in a fight against an evenly matched opponent.
Certain types of armor will be effectively immune to certain types of attacks from certain types of weapons no matter how high or low the respective rolls may be.
Armor modifiers do NOT stack onto your reaction rolls, they instead reduce the attacker's roll number by the given modifier. You will still however get hit if the attacker rolled higher than your reaction roll. Armor serves to reduce the damage taken.
The below modifiers are assumed vs normal humans wielding normal human made weaponry. Magical weaponry and/or superhumanly powered combatants are subject to reducing the modifiers or outright ignoring them.
Arrows, bolts, throwing spears, shuriken, kunai and the like count as piercing attacks.
WEAPONS
Weaponry is an important part of the combat system. Weapon reach, weight and type are all factored into the combat system.
Possessing a longer weapon than the opponent is a great advantage as they will be subject to having to deasl with your reach.
Bracing a longer weapon out in front of you, thereby keeping the opponent at distance forces them to have to go through two rolls. One roll for getting past your longer weapon, the other roll for an attack, assuming they've gotten past the first roll successfully.
Cutting weapons which cannot penetrate the plate, can still cause minor bruises to the armored victim if the attack roll is high enough.
Warhammers, Bec De Corbins, Halberds, Mauls and other blunt/heavy weaponry can push past and break the guard of the opponent due to weight and force, thus they receive a bonus to attack rolls if the opponent attempts a parry reaction (+5 modifier to attack roll, if opponent uses a parry reaction)
Shields are near overpowered at stopping frontal assaults provided the wielder knows how to effectively hold his/her ground, shields thus receive a bonus to parry reaction rolls. (+10 modifier)
Shields act much like weapons in terms of parrying, but have additional stability and can automatically block most attacks if they come in from the shield side.
However shields are also heavy and obstructive and will hamper attempts at dodging. (-5 modifier to dodging if shield weighs under 15 lbs, -10 modifier if shield weighs +15 lbs)
Wooden shields can have arrows, bolts, and throwing spears stuck in them, thereby adding to their weight and making them unwieldy.
Heavy shields cannot be broken by conventional melee weaponry wielded by normal humans.
Lighter shields can be cracked and bent from a hard hit, and can also be penetrated by spears, arrows and bolts, provided the shot or thrust is powerful enough.
Attacking a mounted fighter while on foot gives the foot attacker a penalty to attack roll provided the foot attacker is using a melee weapon, and that the melee weapon is shorter than the height of a horse. (-5 modifier to melee attack roll if weapon is shorter than horse height)
Mounted fighters can opt to charge with their mounts and receive logical bonuses to attack power if the mount is charging with speed.
Charging mounts can knock normal humans down if they are not stopped, or the human fails to dodge.
BATTLE RULES
You may at times be part of, or commanding troops in large scale battles in Calradia. In such large scale battles involving several hundred troops, it is impossible to use the normal combat system for each. Instead troop type, formation, equipment, morale, terrain, training and troop numbers will all be factored in and opposing checks will be made.
Battles can only take in the presence of an admin.
A few hard-set rules for formation battles.
You -MUST- detail, unit type, formation, spacing, movement, and position relative to the enemy unit if you are in command of troops.
You -MUST- also detail each individual troop type in your army if the troops belong to you. Details on individual troop types include, equipment, armor and training.
Battles are still very much a W.I.P, and thus will heavily rely on logic.
The below are not hard-set rules, but apply in general unless there are extenuating circumstances such as numbers, morale or terrain.
Infantry will rout unarmored foot ranged units in melee.
Cavalry will rout unarmored foot ranged units in melee.
Heavy Infantry will rout Light or unarmored Infantry in melee.
Heavy Cavalry will rout Light or unarmored Infantry in melee.
Heavy Infantry will rout Light Cavalry, and Light Missile Cavalry in melee.
Heavy Cavalry will rout Light Cavalry, and Light Missile Cavalry in melee.
Heavy Infantry will always be slower in movement and marching than Light Infantry, Unarmored Infantry, Unarmored Ranged units or Light Foot Skirmisher units.
Heavy Cavalry will always be slower in movement and marching than Light Cavalry, or Light Missile Cavalry.
Heavy Cavalry and Light Cavalry will fail charges against disciplined, tightly packed formations of Heavy Infantry or Pikemen. Even trained Warhorses refused to charge into dense clumps.
Heavy Cavalry and Heavy Infantry will tire if made to charge, sprint, or hastily march too often for an extended period of time.
Hilly terrain, muddy terrain and jagged uneven terrain will hamper movement for all units. Charges will lose much of their effectiveness and movement will take longer.
TROOP RULES
You are not allowed to decide "My troops attack and defeat the enemy" you can only say "My troops attempt to attack the enemy". The logical outcome will be decided by an administrator. Of course you must provide details as to unit type, formation, spacing, movement, and position relative to the enemy unit.
You cannot auto-hire troops or suddenly say you are in command of 200 Knights. Troop hiring and command bestowals can only be done in the presence of an admin.
To be eligible for possession of troops you must contact an admin and gain clearance through them. Your troop count, types of troops and money amount will then be on file.
If you wish to hire or recruit more troops, you must contact an admin and do so in his presence and roleplay doing it logically. (You can't go to a village and hire hundreds of Knights)
Attempting to force things In-character with your army may lead to you being force character killed if the situation is extreme enough. (You attack the King's forces and lose)
Do -NOT- bully, force or attempt to strong arm other players by using your army. The authorization to possess troops is a trusted privilege and not to be abused for ruining the experiences of others.
Unlike in the video game Mount & Blade Warband hiring and maintaining troops is extremely expensive. You will have to pay the full price of any equipment and armor your troops use if you are outfitting them yourself.
Troops cannot possess technology beyond medieval era pre-gunpowder arms and armor.
COMBAT SYSTEM
The combat system used here is heavily determined by logic and rolls are only used in cases where conflict or attempt moments arise. As such combat needs tremendous attention to detail, especially if the fighters are evenly matched.
You are expected to provide minute details as to how your character is holding his sword, how he is holding his guard, which direction his sword is facing and the angle of the sword. You MUST provide details as to attack direction, your stance, weapon position and the type of your attack (light but fast, normal or slow but heavy)
Understand that since combat is realistic, certain characters with certain attributes will have no way of logically countering certain attacks or escaping certain situations. A child will not be parrying a Great Axe swing by a Berserker, and a normal human will not be somehow dodging the area of effect fire breath attack of a dragon while inside a closed hallway. It is upto you and your character to think things ahead of time and to try and not get into said situations.
COMBAT FORMAT
Combat in Calradia is done on a turn by turn system.
A player can use his/her turn to attack, defend or do whatever.
The format goes like this
Combat Format
The attacking player, strikes, details how he attacks.
The defending player details his response to the attack, which may be a dodge, a simple backstep to gain distance, an outright escape, or a parry, or even a parry followed by a counterattack.
Then the Game Master (admins) roll for the both of them respectively, assuming there is conflict.
If the attacker succeeds, he lands a blow.
If the defender succeeds they may choose to parry, dodge or move or any other combination deemed logical and reasonable.
Defenders winning the roll may also choose to counterattack after a dodge or a parry.
The attacker can defend against the counterattack via roll, but -CANNOT- counterattack if they successfully defend against it.
The defender starts a new turn and begins the attack if they've successfully counterattacked.
Landing a blow which would disorient, stun or cause the opponent to be incapable of reaction in that moment will give the attacker a free turn. Examples include landing a heavy disorienting blow with a warhammer, hacking off a limb or simply hitting the head hard enough. This may seem unfair, but realize that realistic combat begins and ends with initiative, and the victors are the ones usually pressing it.
In melee the type of attack you are attempting is subject to modifiers.
Slow but heavy attacks have a bonus modifier against enemy parry attempts, normal attacks have no modifier, and fast but light attacks have a bonus against both enemy parry and dodge attempts, but consequently deliver much lower damage.
- Rolling 1-10 on a reaction is a fail, if your opponent also rolled 1-10 on their attack, you both failed.
- Rolling 1-10 on an attack is a fail, your attack did not connect, if your opponent also rolled 1-10, you both failed.
- Rolling 11-40 on an attack means it lightly connected.
- Rolling 41-90 on an attack means it squarely connected.
- Rolling 91-100 on an attack means it critically connected.
- Two Normal wounds against a limb will make that limb useless and subject to penalties
- One major wound against a limb will make that limb useless and subject to penalties.
Example
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Rhoden Orikson assumes a low guard with his hands extended out forwards, sword pointed downward and pointy end facing the opponent at a 315 degree angle. He slowly advances step by step, until he is within 5 feet of his opponent. He then quickly raises his sword to a high guard, with both hands behind his right shoulder, his blade over his right shoulder, but pointy end pointed down at his opponent at a 345 degree angle. He then attempts to strike his opponent with a quick thrust to the shoulder, whilst taking advantage of the full reach of the weapon.
Devan Mallory sees his opponent's change in stance. He too adopts his opponents stance of blade over the right shoulder with pointy end pointed down at a 345 degree angle towards his opponent. He then attempts to parry his opponent's thrust to the side whilst simultaneously thrusting towards his now vulnerable opponent. Attack and defense in one motion.
[Rhoden Orikson rolled a 32]
[Devan Mallory rolled a 97]
Devan Mallory's counterattack succeeds, his counter thrust so powerful, that it impales Rhoden on the spot running him through.
Rhoden Orikson is fatally struck. He falls to his knees as he slowly bleeds out and loses consciousness. He dies from blood loss from his wounds.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The above example illustrates 1 on 1 combat format. In the case of multiple combatants, the format will simply go in alphabetical order on the room list, and rolls will be made once everyone has posted their attacks and reactions.
COMBAT RULES
No ignoring your opponent's form, guard, stance and attack direction.
No ignoring your opponent's powers, abilities or attributes. No matter how perfect your form is, if a superhuman Minotaur hits you with a Great Axe, and you're a normal human, you will get sent flying or have your weapon broken.
No whining over the outcome of rolls, rolls are final.
No forced killing, maiming or mental scarring without the other player's consent.
No ignoring of armor. No edged weapon strike made by a normal human will ever get through plate armor, assuming the weapon is of normal human make and the armor is of functional quality.
You -CANNOT- counterattack your opponent's counterattack of your initial attack. You may only parry or react to it via dodge or movement.
You MUST provide details as to attack direction, your stance, weapon position and the type of your attack (light but fast, normal or slow but heavy)
COMBAT MODIFIERS
Due to the realistic nature of combat mixed in with the roll system, there are many cases and situations where players will have to take negative or positive modifiers to their rolls.
The list will continue to grow as more ideas come to mind, and Game Masters may force someone to take a penalty or bonus to their roll at anytime regardless of whether an item is on the list or not.
- Being caught in a vulnerable state from having your weapon in the wrong position, your guard empty, or having your back turned to your opponent from a failed charge or attack : (-5 modifier to all reaction rolls that turn)
- Having your main weapon arm wounded beyond use : (-30 modifier to attacking with two handed weapon, -15 modifier to attacking with one handed weapon, forced to drop main hand weapon if dual-wielding, -30 modifier to all parry reactions if using a two handed weapon, -15 modifier to all parry reactions if using a one handed weapon)
- Having your leg wounded beyond use : (-40 modifier to all dodge and movement actions)
- Having your body heavily wounded : (-5 modifier to all dodge and movement actions)
- Being in an advantageous position with weapon held properly ready to strike an opponent's empty guard : (+5 modifier to attack rolls that turn)
ARMOR
Armor is a huge part of the realistic combat system. Outfitting yourself in proper armor is absolutely crucial to success in a fight against an evenly matched opponent.
Certain types of armor will be effectively immune to certain types of attacks from certain types of weapons no matter how high or low the respective rolls may be.
Armor modifiers do NOT stack onto your reaction rolls, they instead reduce the attacker's roll number by the given modifier. You will still however get hit if the attacker rolled higher than your reaction roll. Armor serves to reduce the damage taken.
The below modifiers are assumed vs normal humans wielding normal human made weaponry. Magical weaponry and/or superhumanly powered combatants are subject to reducing the modifiers or outright ignoring them.
Arrows, bolts, throwing spears, shuriken, kunai and the like count as piercing attacks.
- Cloth, Silk, Cotton and other clothing of the like : (No modifier vs any of the attack types)
- Layered Cloth and Leather : (-5 modifier vs cuts, -5 modifier vs blunt, no modifier vs piercing)
- Padded Leather : (-10 modifier vs cuts, -5 modifier vs blunt, -5 modifier vs piercing)
- Chainmail : (Immune to cuts, -10 modifier vs blunt, -10 modifier vs piercing)
- Plate Armor : (Immune to cuts, -15 modifier vs blunt, -15 modifier vs piercing, plate armored areas are immune to piercing by knives and swords)
- Plate Armor and Padded Cloth underneath : (Immune to cuts, -25 modifier vs blunt, -20 modifier vs piercing)
WEAPONS
Weaponry is an important part of the combat system. Weapon reach, weight and type are all factored into the combat system.
Possessing a longer weapon than the opponent is a great advantage as they will be subject to having to deasl with your reach.
Bracing a longer weapon out in front of you, thereby keeping the opponent at distance forces them to have to go through two rolls. One roll for getting past your longer weapon, the other roll for an attack, assuming they've gotten past the first roll successfully.
Cutting weapons which cannot penetrate the plate, can still cause minor bruises to the armored victim if the attack roll is high enough.
Warhammers, Bec De Corbins, Halberds, Mauls and other blunt/heavy weaponry can push past and break the guard of the opponent due to weight and force, thus they receive a bonus to attack rolls if the opponent attempts a parry reaction (+5 modifier to attack roll, if opponent uses a parry reaction)
Shields are near overpowered at stopping frontal assaults provided the wielder knows how to effectively hold his/her ground, shields thus receive a bonus to parry reaction rolls. (+10 modifier)
Shields act much like weapons in terms of parrying, but have additional stability and can automatically block most attacks if they come in from the shield side.
However shields are also heavy and obstructive and will hamper attempts at dodging. (-5 modifier to dodging if shield weighs under 15 lbs, -10 modifier if shield weighs +15 lbs)
Wooden shields can have arrows, bolts, and throwing spears stuck in them, thereby adding to their weight and making them unwieldy.
Heavy shields cannot be broken by conventional melee weaponry wielded by normal humans.
Lighter shields can be cracked and bent from a hard hit, and can also be penetrated by spears, arrows and bolts, provided the shot or thrust is powerful enough.
Attacking a mounted fighter while on foot gives the foot attacker a penalty to attack roll provided the foot attacker is using a melee weapon, and that the melee weapon is shorter than the height of a horse. (-5 modifier to melee attack roll if weapon is shorter than horse height)
Mounted fighters can opt to charge with their mounts and receive logical bonuses to attack power if the mount is charging with speed.
Charging mounts can knock normal humans down if they are not stopped, or the human fails to dodge.
BATTLE RULES
You may at times be part of, or commanding troops in large scale battles in Calradia. In such large scale battles involving several hundred troops, it is impossible to use the normal combat system for each. Instead troop type, formation, equipment, morale, terrain, training and troop numbers will all be factored in and opposing checks will be made.
Battles can only take in the presence of an admin.
A few hard-set rules for formation battles.
You -MUST- detail, unit type, formation, spacing, movement, and position relative to the enemy unit if you are in command of troops.
You -MUST- also detail each individual troop type in your army if the troops belong to you. Details on individual troop types include, equipment, armor and training.
Battles are still very much a W.I.P, and thus will heavily rely on logic.
The below are not hard-set rules, but apply in general unless there are extenuating circumstances such as numbers, morale or terrain.
Infantry will rout unarmored foot ranged units in melee.
Cavalry will rout unarmored foot ranged units in melee.
Heavy Infantry will rout Light or unarmored Infantry in melee.
Heavy Cavalry will rout Light or unarmored Infantry in melee.
Heavy Infantry will rout Light Cavalry, and Light Missile Cavalry in melee.
Heavy Cavalry will rout Light Cavalry, and Light Missile Cavalry in melee.
Heavy Infantry will always be slower in movement and marching than Light Infantry, Unarmored Infantry, Unarmored Ranged units or Light Foot Skirmisher units.
Heavy Cavalry will always be slower in movement and marching than Light Cavalry, or Light Missile Cavalry.
Heavy Cavalry and Light Cavalry will fail charges against disciplined, tightly packed formations of Heavy Infantry or Pikemen. Even trained Warhorses refused to charge into dense clumps.
Heavy Cavalry and Heavy Infantry will tire if made to charge, sprint, or hastily march too often for an extended period of time.
Hilly terrain, muddy terrain and jagged uneven terrain will hamper movement for all units. Charges will lose much of their effectiveness and movement will take longer.
TROOP RULES
You are not allowed to decide "My troops attack and defeat the enemy" you can only say "My troops attempt to attack the enemy". The logical outcome will be decided by an administrator. Of course you must provide details as to unit type, formation, spacing, movement, and position relative to the enemy unit.
You cannot auto-hire troops or suddenly say you are in command of 200 Knights. Troop hiring and command bestowals can only be done in the presence of an admin.
To be eligible for possession of troops you must contact an admin and gain clearance through them. Your troop count, types of troops and money amount will then be on file.
If you wish to hire or recruit more troops, you must contact an admin and do so in his presence and roleplay doing it logically. (You can't go to a village and hire hundreds of Knights)
Attempting to force things In-character with your army may lead to you being force character killed if the situation is extreme enough. (You attack the King's forces and lose)
Do -NOT- bully, force or attempt to strong arm other players by using your army. The authorization to possess troops is a trusted privilege and not to be abused for ruining the experiences of others.
Unlike in the video game Mount & Blade Warband hiring and maintaining troops is extremely expensive. You will have to pay the full price of any equipment and armor your troops use if you are outfitting them yourself.
Troops cannot possess technology beyond medieval era pre-gunpowder arms and armor.