EccentricM's RP Combat Tabletop System: Non-Force Skills

EccentricM

New member
Introduction

This is the non-Force expansion fo my RP combat system.

What this system attempts is to, like my Force RP system, end both god-modding and to put an end to OOC squabbles about who is beating who. This system makes it both realistic and fair for all. This system covers a wide range of features, from ranged fighting, melee fighting, weapon types and armour, in accordance to dice dueling and yet allows for player smarts and strategy.


"What if I don't like this system?"

As mentioned in my Force system... That's ok! You can borrow what elements you like and what you don't you can leave behind or alter. (Just credit me cause this took a lot of time) The rest is up to you! Happy RPing.
 

EccentricM

New member
The System


Basic Combat


Key

Below is the short-hand key to understanding the combat section of this system at a glance, for further details, readers may look further down if they really seek the nitty gritty, but hopefully this basic key should provide enough basic understanding for people to get underway.

Distance = Being in melee (close) range or out of melee range, costs 1 emote turn to move in or out of
Attack = Attacking physically | D20 (Unless a specific abililty specifies another dice)
Lock = Two opposing strikes match each other | Combatants roll again, 3 locks in a row, strikes cancelled
Block = Stops a physical attack | d20
Avoidance = Gets out of melee distance from an attack or avoids a ranged attack | D20
Static Avoidance = Avoids attack whilst remaining in distance | D20 halved
Cover = Hiding behind an object from ranged attacks | 1 turn for going in or out of cover
Semi-Cover = Cover with ability to attack | Attacks D20 halved, enemy attacks must surpass 13 to hit
Avoidance strike = Getting out of distance whilst attacking | 2D20 halved
Entry strike = Getting in distance and attacking | D20 halved
Counter-Attack = Blocking then attacking in a single turn | 2D20 halved
Disarm = Disarming an opponent's weapon | Roll 20 on D20 (includes modifiers)
Knockdown = Knocking opponent to floor | Roll 20 on D20 (includes modifiers)
Restrain = Holding a person in place | Roll 20 on D20 (includes modifiers)
HP = Health points | Default 100 (Character attributes not abiding)
 

EccentricM

New member
Detailed Breakdown (Part 1)
Combat generally is fluid and easy to do once the system is understood, just as it is in my lightsaber system and Force combat system. Two or more opponents have a total HP count of 100 . Opponents take turns to roll. For attacking rolls, that roll inflicts damage to HP. Just like duels with the FS system, this includes roll modifers, so certain weapons and armours here will have a direct affect on what you do.

First we shall cover melee combat (non-ranged weapons and being unarmed), which will be very similar if not almost identical to what was covered in the lightsaber combat system, and this system can seamlessly interact with it.

For attacking rolls, that roll inflicts damage to HP. Rolls here are done with D20.

If a person is 'unarmed', they shall be rolling a D20 with a minus 4 modifier with D10 damage (with the exception of a character trained in martial arts, in which they shall be rolling a normal D20 with D10 damage).

Disarming & Knockdown attempts are a valid move in these duels. In order to disarm or knockdown someone, one must roll a score of 20 on a D20. A disarm or knockdown does not inflict damage however. If one does not attempt to defend or avoid the disarm/knockdown, the attack 'will' succeed regardless of roll results. When an opponent loses a weapon/is knocked down, if they want it back/want to get up, they must spend an emote turn in doing so.

Restraint attempts are also possible. In order to place someone in a restraint (such as a chokehold, arm-lock, etc) one must roll a score of 20 on a D20. A restraint does not inflict damage however. If one does not attempt to defend or avoid, the attack 'will' succeed regardless of roll results. In a restraint, the victim cannot attack or move with physical methods (but may use the Force) but can only block. They may escape by rolling an equal score of the roll that caught them in the first place, or they will be held. However, if the attacker that is restraining them decided to attack them in the hold, then as a result both the restrainer and the victim will have to roll against each other again in their next escape attempt as opposed to the victim having to beat the initial roll that caught them.


For defence a defence roll can be applied against attacks. If you roll a successful defence it can block all attack damage by the opponent or avoid it and move out of range, but only if the roll is higher, otherwise the attacker's roll hits as default. One may also avoid and remain in range, but for half the defence roll. If both characters roll the same number during a block attempt in melee combat they are then engaged in a "lock" or wrestle. During a lock both must roll again, the highest roll wins and that is applied as damage. If both roll the same during one's avoidance attempt, then the attacker wins by default.

Counter attacking also is possible in a duel for melee combat. A counter attack is when you block an incoming blow and perform an attack in return within that turn upon a single opponent. When doing this, the player shall roll two die. The first roll shall be for the defence, the second for the attack you return with. However, both the intitial defence roll and following attacking roll shall have a penalty of being halved in score, whereas someone choosing to "block only", or "attack only" and not counter, shall benefit from the full roll score. If a counter fails at the blocking stage, your attack in such a turn shall not hit the opponent either.


On attacking range.
Consider that to attack with melee, you must be in "within an attacking range", so feel free to use distance control in emotes. Stepping back and forth, etc. Moving in and out of attacking range will cost you an emote per step. This can be used to avoid a person coming into your range and vice versa. Only "avoidances" from enemy attacks require a roll to successfully get out of range. When you immediatly attempt to get into a person's range with your turn after the opponent has exited range in their last turn, this is called a "chase".

Stepping back and forth to enter or exit attacking range without any other performed action will cost you an emote per step but shall require no rolls. However, there is the option to "Enter-Strike/block" or "Evasive-Strike/block".

An "enter-strike" is to enter melee range whilst striking in a single turn, however the roll for the attack action will be halved in score. Likewise you may "chase" an opponent whilst blocking for a halved roll score should they be performing an "evasive-strike" upon you.

An "evasive-strike" is to exit melee range or "avoid" whilst attacking, the attack will suffer a half roll score penalty. One can also use a "block" whilst "avoiding", an attack, resulting in the "avoidance" and the " block" being halved in score.


Multiple opponents can also be both attacked and defended against at once in both melee combat.

Attacking multiple foes at once can be done with a single roll in melee combat. For every "addtional" opponent attacked within a single roll, a -2 penalty is applied. Example; A player is facing 3 opponents, he decides to swing his lightsaber against them all at once and rolls a 10, but has a penatly of -4 to his roll, as such his attack roll is a score of 6.

The same system is applied to defence. When multiple opponents roll their turns, the defender can roll a single defence which will fend off all the incoming blows. A -2 penalty is applied to one's block roll per "addtional" opponent.

Example; 3 opponents roll a simple strike with their lightsabers to a single person, two of them roll 7, but one of them rolls 5. In response the defender rolls a block, he scores 10, but because of facing off three opponents simultaneously with his block, he has a penalty of -4, as such his score is 6, he failed his block against two of the opponents and they hit, but one opponent was blocked.


Ranged combat works quite similar to the mechanics of Force power combat. To block specific ranged attacks, you will require the right tactic, or else the attack wins by default. You can't block a blaster shot with your armourless body or your bare hands, but a shield would be a valid defence.

However, unlike most Force powers, most ranged shots here, such as blasters and rockets "will" be able to be countered with "avoidance" rolls, simply by stepping out the way, in addition one may be also seek cover behind an object against ranged attacks, which leads me onto "cover".

Addtionally, if shooting a blaster and a person rolls a 1, it is a miss.
 

EccentricM

New member
Detailed Breakdown (Part 2)

Cover

Like distance control and blocks, cover will also work in via emote turns. Should a player be behind cover, they will be immune to opposing blaster fire or similar attacks, and will have no need of making any defence roll should they remain safely behind cover. To enter cover, one must spend an emote turn to first run to or get behind the available cover that is around them.

If far away, an emote is first spent simply for running to cover, but the player shall still be exposed to attack, the opponent is free to act as he or she wishes. If the opponent wishes to chase however, they too must spend a turn in order to simply run up to the individual (if seeking to get into a melee range), but with a ranged weapon the person running may still be shot from far away.

Upon the defender's next turn, they may then spend an emote turn getting behind cover they have ran to, where they shall then be safe. If however, cover is immediately available, such as a rock, chair or bar right in front of the character, they may immediately spend their turn to get into cover where they shall be safe.

Keep in mind, the opponent may also spend a turn in trying to out position the person in cover, for example, if one is behind a table for cover, their opponent may simply run past the table to be behind the person in cover, in which then the person who was formally safe from ranged attack, is no longer safe, being directly in line of fire of their attacker.

If one is behind cover and wishes to attack, they must first spend a turn in coming out of cover and wait until their next turn to perform their attack.

The exception to the rule of cover immunity are deadly weapons such as rockets and grenades, or other similar weapons that no amount of cover would protect one from, forcing the opponent to run far out of cover to avoid it.

Semi-Cover
Semi-Cover works akin to Cover. When in Semi-Cover a player's ranged attacks are halved, whilst enemy attacks get a penalty of -7, resulting in a minimum roll of 13 or more to hit the opponent in Semi-Cover. A player in Semi-Cover can move to full Cover by using a single emote turn, if moving to full Cover from an enemy attack, they must roll an avoidance whilst doing so. A player can also spend one turn to move into Semi-Cover from Cover.


HP Injuries & Recovery

At the end of a fight, a character's HP (health points) amount will be permanently froze and is to be considered that character's maximum HP, until recieving long term medical treatment (ie; healing meditation, bacta, etc) slowly restoring their max HP over time.

Example: John fights Bob. John has 100HP, in the fight, Bob manages to take away 30HP from John, but John had won the fight (Bob is at zero HP). John now has 70HP, and will always have 70HP as his maximum until performing "out of battle healing"(which come in various forms, and are found and described in ability descriptions throughout the system) over a period of days accordingly, which repairs a character's max HP.

When John fights in another battle and hasn't recovered, if using a combative healing ability, his health can only be replenished to the amount of 70HP.

HP injuries are also accumulative.

Example: John rests and heals with healing meditation for one day (10 max HP recovery per day). John then fights Luke, he starts with 80HP due to not yet fully recovering from his previous fight. He wins against Luke, but lost 20HP in the fight. Now John has max 60HP, and must continue to keep recovering to restore his max HP.
 

EccentricM

New member
Attributes


Character attributes will affect various abilities. If one has an attribute point in strength for example, one's physical attacks will gain a +1 to all rolls.

With attribute allocation, all players shall start out with "0" on all attributes, with 4 points to spend by default. The maximum score an attribute may reach is 4. An attribute may also have a minus to no limit. One may choose to put an attribute into a minus number in order to gain a point for spending and transferring it to another attribute, so long as one not exceed the limit of 4 points maximum per attribute.


STRENGTH
Is responsible for bonuses to melee blocks & melee damage (ie; attacks that have landed), but not attack rolls ie; "chance to hit".

DEXTERITY
Is responsible for avoidances, lightsaber blaster deflection, and attack rolls ie; "chance to hit", but does not add bonus damage to attacks that land.

CONSTITUTION
Represents health. More constitution will provide more HP. Per point in this atribute, 15HP are added to your overall health pool.

WILLPOWER
Represents the strength of one's mind, and thus applies to the mental resistance of FS and non-FS characters both against mental attacks, should they land (I say this as some FS characters may have defensive powers which can prevent mind attacks from even hitting them). If a mental attack hits the character, a pure willpower resistance shall be rolled. If Willpower is at 0, they must roll a D6. A D10 is rolled against it if at 1, a D20 if Willpower is 2, and if at a level 3, a D100 shall roll for one's mental resistance, at level 4 Willpower one is immune to mental attack.

If one’s Willpower attribute is a minus trait, each point behind 0 (e.g -1, -2, etc) shall add an extra duration turn of mental affliction from a successful mental attack. (For example, if “Force Fear” caused 3 turns of affliction by default on a target, a character with -1 Willpower shall be afflicted for 4 turns).

Willpower Is also responsible for both the resistance and effectiveness of Force powers. As such each point shall provide a bonus point to all Force power rolls, either defensively or offensively.

As a general rule, the abilities these attributes support are the set default for the the entire system, UNLESS a specific skill specifies otherwise.




Skills and Point Allocation

Unlike the Force system, this system does not have a system of point allocation, but all skills are free for anyone to make use of in accordance to their characters.
 
Top