Post by Ramir on Apr 16, 2014 6:56:52 GMT -5
TURNS & ROUNDS
Whether in combat or not, your adventure generally consists of turns and rounds.
A turns is one player, taking their turn - making a post.
A round, is when everyone has had their turn, including the enemies.
HOW LONG IS A TURN & A ROUND
That depends on whether you are in combat, or not. Your GM sets the pace, indicating how much time passes. Outside of combat, a round might have a couple of hours pass by. This is common when traveling, or resting for example.
In combat, the time passed in a round depends on the pace of combat. Your GM might want you to 'attempt actions' in combat, as he needs to control the outcome somewhat, and these would be very quick turns. A turn like this would only be several seconds of action.
If the GM is letting combat be a little more freeform - or he's given you the green light to write the outcome, then the player would set the pace for their turn.
Just remember to consider how frantic combat is and just how much you might be able to do, before another combatant interferes with you. You can't very well attack several people, as that would really ignore their input to combat.
ACTION IN YOUR TURN
Always work with your GM to understand what they'd like to see. It's a safe bet that you can basically move a short distance and then make one decisive action - which could be attacking, defending, using an item and so on.
WILL I GET HURT?
Well I should hope so, it's a fight! Better players injure themselves and make combat more thrilling, because there is risk involved. If your GM feels you're getting away a little too easily, he will inform you that you have been hurt and sometimes, rather badly. Remember, even at level 10 with a Talent, you're still only mortal.HOW MUCH SOMETHING HURTS
We have 5 types of damage in The Menagerie. All are descriptive and cannot be measured.
Slight A small scrape, cut or bruise. Very minor injury and usually, not enough to hurt.
Minor: A minor wound is one that doesn't need any immediate attention, but you know it's there. It won't slow you down a great deal, or turn the tide of battle, but multiple wounds of this type can start to add up.
Moderate: A proper hit. Moderate hits are when someone has landed their attack and you have failed to block or dodge effectively. This kind of wound can something of a mess and should not be ignored after battle. It won't heal itself in a hurry.
Major: A major hit is a bad thing. This kind of damage means you were hit rather hard and the damage done reflects that. A major hit is going to need medical attention, and soon. A major hit will certainly slow you down and could mean quite a bit of blood loss, or even a broken bone.
Massive: Massive damage is ugly. This kind of damage can kill you quite quickly and really, cannot be ignored or will surely get complicated. You cannot take too man massive hits, you simply won't be in once piece if you do.
HOW DAMAGE TYPE APPLIES TO DIFFERENT TARGETS
So the best way to know how much damage will kill something, is to consider how much life your target has. Is it a small, harmless creature? It might not have a lot of health and a minor hit could kill it? A dragon would have a MASSIVE amount of health and really, is going to take multiple solid hits to put down. Your GM will be sure to let you know how injured your enemies are looking.
HOW OFTEN AND HOW HARD YOU HIT
Your potential in combat is measured by your Combat Talents - or the ones being used at that time. If you hit with a weapon and then kick, that's two different talents that aren't stacking, but are applied to their respective attack.
So, at higher levels you can potentially hit more often, more accurately and deliver more damage. But this can be influenced by a couple of things:
- Your enemies combat potential. If your enemy has a high level as well, they're going to block and counter more effectively.
- The quality of your gear. A better quality sword is not only easier to use, but can inflict more damage when you land a hit.
- The quality of their armour. Again, higher quality armour can reduce the impact of your hit.
The easiest way to understand this is as follows: Combat talents factor into whether you hit and how well. Gear factors into how much damage is done. Just remember, nothing is measured and Talents are just a guideline for what's reasonable.
COMPLIMENTARY SKILLS
Dual wielding and Shield Use don't increase your combat talent. Those skills offset any drawbacks you have in using your off hand, so that you don't lose potential. However, a person with two weapons can be a handful and a person with a shield can be quite hard to get to. Like all things, this is not measured but really, just factors into roleplay.