u/Epiqur

Hi there! I've been working on streamlining my combat rules. For those unfamiliar it's for my game Full Success (working title). My goal here is maximal usability on the table - I want the descriptions to be clear and straight to the point. This chapter isn't meant to explain much of the core mechanics (it's done elsewhere) - at most remind the reader of them.

Tell me if the text is clear in those regards, or do you feel I need to add some things?

I know I haven't posted about Full Success in a while, if you have any general questions about the system I'd be glad to talk about it. I'm currently compiling the rules into a single PDF (it's all in my Obsidian notes right now), so expect me to post it soon-ish.

Also the mandatory warning: English isn't my first language and bla bla...

Combat Sequence Per Round

I. Declaration Phase

  1. Restrained Characters
  2. Engaged Characters
  3. Free Characters

II. Testing Phase and applying Results

Declaration Phase

Listen to the declarations before you. React accordingly. You can't change your declaration after you give turn to the next player. The declarations are collected in the fallowing order, on each tier account for the rules of the previous one:

1. Restrained - chained, trapped, tripped, grappled/grappling, (etc.)

  • The more injured/stressed character declares before a healthier one.
  • If a character fails on an attack/defense against an enemy in the previous round, they declare before them in the next one.

2. Engaged - a character becomes engaged once they are targeted or they themselves target an enemy with an offensive action.

  • Outraged characters declare before those within their preferred range.
  • Outnumbered characters declare before the enemies who gang up on them.

3. Free - characters not limited by being directly engaged by an enemy. Free characters can attack a target, thereby losing the "free" status.

  • Those with worse visibility of their enemies declare before them.

Ties

If you account for all rules applicable on a give tier and the situation is still even, the GM chooses the order.

Range

Different weapons have different preferred ranges. You can't attack enemies outside of your range. If the enemy is closer than your preferred range you can still attack/defend from them, but each characters actions receive a modifier equal to the difference of your weapon's DRs. Read more in the equipment chapter.

Actions

When you declare more than a single action (attack/defend/move/talk/etc), remember you will be shrinking your dice pools when testing later. Edit: Remember that characters don't automatically defend, in order to defend an attack you need to declare a defense - or simply wear good enough armor.

Testing Phase

After the declaration phase, everyone rolls their dice. You do that in the opposite declaration order, so the last person to declare is the first one to roll and the first person the declare is the last one to roll.

Apply Results

Apply Injury Level and Stress Level as soon as the test is known to be successful (in case of an opposing test you might need to wait for the other character's roll to be compared to).

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u/Epiqur — 26 days ago

Hi there! I've been working on streamlining my combat rules. For those unfamiliar it's for my game Full Success (working title). My goal here is maximal usability on the table - I want the descriptions to be clear and straight to the point. This chapter isn't meant to explain much of the core mechanics (it's done elsewhere) - at most remind the reader of them.

Tell me if the text is clear in those regards, or do you feel I need to add some things?

I know I haven't posted about Full Success in a while, if you have any general questions about the system I'd be glad to talk about it. I'm currently compiling the rules into a single PDF (it's all in my Obsidian notes right now), so expect me to post it soon-ish.

Also the mandatory warning: English isn't my first language and bla bla...

Combat Sequence Per Round

I. Declaration Phase

  1. Restrained Characters
  2. Engaged Characters
  3. Free Characters

II. Testing Phase and applying Results

Declaration Phase

Listen to the declarations before you. React accordingly. You can't change your declaration after you give turn to the next player. The declarations are collected in the fallowing order, on each tier account for the rules of the previous one:

1. Restrained - chained, trapped, tripped, grappled/grappling, (etc.)

  • The more injured/stressed character declares before a healthier one.

2. Engaged - a character becomes engaged once they are targeted or they themselves target an enemy with an offensive action.

  • Outraged characters declare before those within their preferred range.
  • Outnumbered characters declare before the enemies who gang up on them.

3. Free - characters not limited by being directly engaged by an enemy. Free characters can attack a target, thereby losing the "free" status.

  • Those with worse visibility of their enemies declare before them.

Momentum

If a character fails on an attack/defense against an enemy in the previous round, they declare before them in the next one.

Range

Different weapons have different preferred ranges. You can't attack enemies outside of your range. If the enemy is closer than your preferred range you can still attack/defend from them, but each characters actions receive a modifier equal to the difference of your weapon's DRs. Read more in the equipment chapter.

Actions

When you declare more than a single action, remember you will be shrinking your dice pools when testing later.

Testing Phase

After the declaration phase, everyone rolls their dice. You do that in the opposite declaration order, so the last person to declare is the first one to roll and the first person the declare is the last one to roll.

Apply Results

Apply Injury Level and Stress Level as soon as the test is known to be successful (in case of an opposing test you might need to wait for the other character's roll to be compared to).

reddit.com
u/Epiqur — 26 days ago