Technical Draft - COMBAT This is a Technical Draft for concept and play testing purposes. Please email Feedback/Suggestions/Criticisms to: erpadmin@echoesofsalvation.co.za ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. INTRODUCTION Thank you for downloading this Technical Draft for the Echoes of SalvationTM role-playing game. The purpose of this draft is to provide a resource through which the redesigned combat system may be tested. This draft provides only a bare bones breakdown of the combat system and game mechanics that, if successful, will be fully built upon and fleshed out in the completed product. And, as such, various aspects such as range and placement in combat have not been included. This is simply a test run of the proposed combat mechanic. SETTING UP Before you can begin testing the combat system, you will need the following items: ✗ A set of role-playing dice, preferably for each player, including the following: d4, d6, d8, d10, d12, d20, d100. ✗ A copy of the combat test sheet, provided at the end of this document, for each player. You will also need pencils and erasers for working with these. Once you have these items, each player completes their combat test sheet as follows: 1) PERSONAL STATS Under Personal Stats there are four main black boxes, each with various adjustments listed next to them. These are: ✗ ✗ ✗ ✗ Agility – This represents a character's nimbleness, reflexes and speed. Insight – This represents a character's general perception and awareness. Might – This represents a character's physical strength. Vigour – This represents a character's physical health and toughness. For each of these values, Agility (AGL), Insight (INS), Might (MGT), and Vigour (VGR), roll 2d20 and enter the result in the appropriate space after each attribute. If a player wishes, he or she may subtract 1 from one attribute in order to add 1 to any other attribute. This can be done as often as desired until that player is happy with their scores. However, a score cannot be taken below 1, or above 44. Once a player is happy with their attributes, look up the corresponding adjustments from the tables on the following page and enter the listed values in the appropriate areas. The yellow highlighted line represents the attribute range for the average normal, fit, healthy person. ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. AGILIT Y SR Mod Def Mod Speed Attacks 1 2 3 to 6 7 to 10 11 to 16 17 to 25 26 to 31 32 to 35 36 to 37 38 to 39 40 41 42 43 44 -4 -3 -2 -1 --------+1 +1 +2 +2 +3 +4 +5 -4 -3 -2 -1 ----+1 +1 +2 +2 +3 +3 +4 +5 +6 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 -1 -1 -1 ------------+1 +1 +1 +1 +1 +2 INSIGHT Initiative MIGHT 1 2 3 to 6 7 to 10 11 to 16 17 to 25 26 to 31 32 to 35 36 to 37 38 to 39 40 41 42 43 44 -4 -3 -2 -1 ------+1 +2 +3 +4 +5 +6 +7 +8 1 2 3 to 6 7 to 10 11 to 16 17 to 25 26 to 31 32 to 35 36 to 37 38 to 39 40 41 42 43 44 Phy Dmg Adj -4 -3 -2 -1 ------+1 +1 +2 +2 +3 +3 +4 +5 VIGOUR Vitality 1 2 3 to 6 7 to 10 11 to 16 17 to 25 26 to 31 32 to 35 36 to 37 38 to 39 40 41 42 43 44 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 T hreshold Dice 1d4+1 1d4+1 1d4+1 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4 1d4-1 1d4-1 1d4-1 ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. The player then determines his or her Vitality, Wounds, and Threshold as follows: ✗ Vitality is set by the value determined by the player's VGR attribute. This value represents how much damage a character can take before dying. ✗ Wounds begin at zero. (i.e. the character has not yet suffered any damage.) ✗ Threshold is determined by rolling the player's Threshold dice and subtracting the result from their Vitality score. This represents how much damage a character can take before they start suffering injury penalties. ✗ None of the Threshold Penalties are marked at this time. 2) WEAPONS & ARMOUR Players may choose up to two of the following weapons for their characters: WEAPON (1 Hand) Type P/S SR Mod Dagger - QTY Damage 1d4+2 Penetration - ARMOUR 1 Padded Chained Cloth SR Mod WEAPON (1 Hand) Type P/S SR Mod Longsword - WEAPON (2 Hands) Type S SR Mod Damage QTY 1d8+5 Sickle-Scythe -3 Penetration QTY Damage 1d12+12 Penetration 3 -1 Penetration Resist. Type P/S SR Mod Throwing Axe - WEAPON (2 Hands) Type S SR Mod Damage 1d6+6 Battle Axe -2 Damage QTY Penetration QTY 1d8+12 Penetration Type C SR Mod Battle Maul -2 WEAPON (1 Hand) Type R SR Mod QTY Damage 1d10+10 Penetration Carbine - Damage QTY 1d6+7 Penetration 7 Soft Riveted Leather 10 3 Type R SR Mod Hand Cannon - Damage 1d8+12 QTY Penetration -1 Penetration Resist. Def Mod P AV - ARMOUR 6 Splint Mail 6 -3 Penetration Resist. Def Mod S AV - ARMOUR 4 Full Fitted Plate SR Mod WEAPON (2 Hands) AV ARMOUR SR Mod WEAPON (2 Hands) C SR Mod WEAPON (1 Hand) Def Mod 7 Penetration Resist. -2 Def Mod R AV ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. +1 2 7 +3 10 +3 12 This Product is for personal, non-commercial use only. 3) COMBAT STATS Characters have an Attack Level (AL) and Defence Range (DR) which determines their capability to attack targets and defend themselves respectively. These values are normally determined during character creation by the starting profession chosen by the players for their characters. However, for the purpose of play testing, each player may choose any combination of AL and DR for their characters from the possibilities listed following: Very Weak Attack (for spiritual characters with main focus on powerful prayers/magic) AL Weak Attack (for non-combat specialised characters such as technicians/thieves) 0 AL Standard Attack (for characters especially good nor bad at combat) AL Strong Attack (for combat based characters such as archers/bounty hunters) AL 5 neither 10 Very Strong Attack (for combat specialists such as warriors/weapon masters.) 15 AL 20 Very Weak Defence (for spiritual characters with main focus on powerful prayers/magic) DR Light 0 Standrd 1 / 21 Superior 22 / 42 Crucial 43 / 63 Deadly 64 Weak Defence (for non-combat specialised characters such as technicians/thieves) DR Light 5 Standrd 6 / 26 Superior 27 / 47 Crucial 48 / 68 Deadly 69 ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. Standard Defence (for characters neither especially good nor bad at combat) DR Light 10 Standrd 11 / 31 Superior 32 / 52 Crucial 53 / 73 Deadly 74 Strong Defence (for combat based characters such as archers/bounty hunters) DR Light 15 Standrd 16 / 36 Superior 37 / 57 Crucial 58 / 78 Deadly 79 Very Strong Defence (for combat specialists such as warriors/weapon masters.) DR Light 20 Standrd 21 / 41 Superior 42 / 62 Crucial 63 / 83 Deadly 84 It should be noted that, using the various values contained in this technical draft, players should not be able to score Crucial or Deadly hits when attacking. Crucial and Deadly hits come into play as characters increase in combat ability and thus are faced with opponents with much greater or lesser proficiency than themselves. Finally, a character's Strike Roll Modifier (SR Mod), Defence Modifier (Def Mod), and Absorption Value (AV) are determined as follows: ✗ SR Mod – This is determined by adding together the total of all SR Mods affecting the character as determined by AGL, weapons and armour. This is a character's Total SR Mod and is the SR Mod value used when determining attacks made by the player. ✗ Def Mod – This is determined by adding together the total of all Def Mods affecting the character as determined by AGL, weapons and armour. This is a character's Total Def Mod and is the value used when determining attacks made against the player. ✗ AV – This value is simply the AV granted by a character's armour currently being worn. Without armour, or any form of protection, this value is zero. ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. COMBAT SEQUENCE During game play, combat is divided into rounds, and each round is determined as follows: 1. Determine Initiative: Each player rolls for Combat Initiative. a) Roll 1d10 and add the result to the characters Speed (as determined by AGL). b) Add any Initiative adjustment (as determined by INS). c) The result is that character's Combat Initiative. ✗ ✗ ✗ Combat now divides into separate turns for each player. Turns are taken in order of Combat Initiative, with the player with the highest value acting first, then the player with the second highest value, then the player with the third highest value, and so on until all combatants have taken their turn. Players with identical Combat initiative take their turns at the same time. 2. Attacking During a player's combat turn, they may attack one target with each of their attacks (as determined by AGL). a) Declare the target to be attacked and the weapon/weapons to be used. b) Roll 1d20 and add the result to the attackers AL. Modify this value by adding the attacker's SR Mod and subtracting the defender's Def Mod. The result is the attacker's Strike Roll. c) Match the attacker's Strike Roll with the defender's DR. This will result in a Light, Standard, Superior, Crucial, or Deadly hit. Should the Strike Roll fall below the value listed for a Light hit, the attack has missed and does not strike the defender. ✗ Light Hit – Prevents penetration. Attacker's weapon penetration treated as 1 for determining damage. ✗ Standard Hit – No special adjustment. Damage calculated as normal. ✗ Superior Hit – Double penetration. Attacker's weapon penetration treated as double for determining damage. ✗ Crucial Hit – Weapon penetration value is added to damage dealt. ✗ Deadly Hit – Target is instantly killed. No reaction allowed. ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. 3. Determine Damage Should a player land a successful attack, the damage of the attack must then be determined. a) Roll for weapon damage (as determined by weapon used), adding physical damage adjustment for melee attacks (as determined by MGT). b) Subtract defender's AV from the result. If this reduces the result below 1, it is now set at 1. (Attacks that successfully hit always do damage, even if minuscule.) c) If the result is now less than the weapon's penetration value, the result is instead increased to the weapon's penetration value.(i.e. an attack does 7 damage and is reduced to 2 by the defender's AV, but the weapon used has a penetration value of 4, increasing the damage done to 4.) Note: If a character's weapon penetration is higher than the initial damage roll, the damage done is only increased to the initial roll and not the weapon's penetration value. (i.e. an attack does 5 damage and is reduced to 1 by the defender's AV, but even though the weapon has a penetration value of 7, the damage done is only increased to 5.) d) Skip step c) above if the defender's armour is resistant to penetration from the attackers weapon type. In such a case, the damage remains at it's reduced value. e) If the attacker scored a Crucial Hit, the penetration value of the weapon is now ADDED to the damage done. This reflects the severity of the hit struck. f) The resulting damage is now added to the defender's Wounds. 4. Counter Attacks When a player is attacked, they may attempt to counter attack. a) Both the defender and the attacker roll 1d100 and add the result to their AGL attributes. b) If the defender's result is higher, he or she is granted a free attack against the attacker. This free attack cannot be counter attacked. c) If the attacker's result is higher, the defender's counter attack attempt fails, and the attacker is allowed a free second attack against the defender. This free second attack cannot be counter attacked. 5. Completing Combat Once all player's have taken their turn, the round of combat is over and a new round begins. This process continues until the battle has been resolved. ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved. This Product is for personal, non-commercial use only. HEALTH & DAMAGE Each character has a Vitality score which determines how much damage they can take before dying. As character's take damage in combat, they accumulate Wounds. Should a character's Wounds ever equal or exceed their Vitality, they have been killed. THRESHOLD Each character gas a Threshold value. This value determines how much damage they can take before suffering negative effects from their injuries. Once a character breaches their Threshold, they are very close to death. On the Combat Test Sheet, there is a listing for threshold penalties. As Threshold penalties accumulate, the appropriate circle is filled in. Threshold works as follows: ✗ When a character first takes damage that would raise his or her Wounds above their Threshold, regardless of the damage done, that character takes only enough damage to raise their Wounds 1 unit above their Threshold. (i.e. A character has a Threshold of 10 and takes enough damage to raise their Wounds to 13. Instead, the character's Wounds are set to 11 and they gain the first Threshold penalty of -1/-10.) ✗ Once a character's Wounds have breached their threshold, any damage they take from a single source will only add 1 Wound and increase their Threshold penalty to the next level. (i.e A character has a Threshold of 10 and currently has 11 Wounds. That character then takes 6 damage from an attack. However, the attack only does 1 damage, increasing the character's Wounds to 12 and they gain the second Threshold penalty of -2/-20.) It should be noted that each character will have their own individual Vitality and Threshold values, and as a result, some character's may have higher Threshold ranges than others, incurring higher penalties before finally dying. THRESHOLD PENALTIES Threshold penalties are given as two separate values (i.e. -1/-10). These penalties represent the severity of a character's condition the closer they get to death and are applied to various dice rolls. The first penalty (i.e. -1) is applied to the character's SR Mod, Def Mod, Strike Rolls, Combat Initiative rolls, and the damage they deal in combat. The second penalty (i.e. -10) is applied to counter attack tests and Skill tests. (Note: Skills are not present in this Technical Draft.) ECHOES OF SALVATION, ERP and EXPERIENCD ROLE-PLAYING are Trademarks of Craig Raymond Joseph Ludwig Shaw. Copyright © 1998 – 2015 Craig Raymond Joseph Ludwig Shaw. All Rights Reserved.
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