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)
Force Cast = Offensive or Defensive power | D20 (Unless a specific abililty specifies another dice)
Force Lock = Two opposing powers match each other | Combatants roll again, 3 in a row, powers cancelled
Force Combine = Attacking with a Force Power and physical attack in a single turn | 2D20 halved
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
Avoidance strike/cast = Getting out of distance whilst attacking/casting | 2D20 halved
Entry strike/cast = Getting in distance and attacking/casting | D20 halved
HP = Health points | Default 100 (Character attributes not abiding)
Detailed Breakdown
Combat generally is fluid and easy to do once the system is understood. Two or more opponents have a total HP count of 100 . Opponents take turns to
"cast" their powers. Some abilities you have will affect the outcome of rolls, some of them causing bonus damage for the attacker, and certain abilities can give a person the option of defending against an attack.
Some abilities will have 'zero' affect when it comes to defending against an attacker's roll; e.g Trying to block a Force Push with your lightsaber, or trying to "run out the way" of telekinesis, and so on. Doing something like this will invalidate your defence and the attack 'will' hit you. Thus you 'must' use the right tactics to attack and defend.
For
attacking rolls, that roll typically inflicts damage to HP. Rolls here are done with D20.
For
defence a defence roll can be applied. If you roll a successful defence it can
"block" all attack damage by the opponent or
"avoid" it and move out of
range (more on attack ranges will be described below in the next section), but only if the roll is higher, otherwise the attacker's roll hits as default. If both characters roll the same number during a "block" attempt they are then engaged in a
"Force Lock". During a lock both must roll again, the highest roll wins and that is applied as damage. If locked three times in a row, then both fall down to the floor on the spot and each other's powers are cancelled. If two rolls are the same during an "avoidance attempt, the attack wins by default.
Using a
Force combine, a character may perform a physical (e.g lightsaber) attack or defence and a Force power cast within a single turn, however both rolls will be halved in score.
On
attacking range. As mentioned in the
Lightsaber combat thread, to attack with a lightsaber, you must be in "within an attacking range", powers however are generally free of range limits (within reason). Certain powers will come in handy for controlling distance, like Push or Pull. Distance control will tie in nicely with the saber combat system, as both that system and this system freely merge together.
If trying to implement an "avoidance" roll as opposed to a "block" this means you are choosing to move out of range from your opponent to get away from the attack rather than blocking it. As a result if you wish to attack your opponent with something that requires you to be close to them (such as a power that requires physical touch, or a physical attack) you must spend an emote turn going "back into attack range" and then wait for your next turn to actually attack. When you are out of range the same is applied to the opponent, to attack you with something that requires them to be face to face, they too must spend a turn to get close to you. Be aware, that certain powers cannot be "avoided", but only blocked or countered.
However... there is the option to either
"Enter-Cast" or "
Evasive-Cast". This means that you may enter or exit melee range whilst casting a power, however the power cast roll will be halved in score. The same penalties apply to "avoidance rolls" if casting a power at the same time, meaning both the "avoidance" and the "power cast" will be halved in score.
Force Cooldowns
Force Powers in general have a "global cooldown", in that once one Force power is used in combat, the character may not cast any other Force power until "3" turns have passed, unless a certain power specifies otherwise. (For example, when certain power is cast, a character may not be able to use the Force until "10" turns have passed. E.g: John casts Force push, three turns pass by, and John casts Force Maelstrom, no powers can be used again for another 10 turns).
Certain powers when cast shall have a
"turn chaining" ability, where a power cast can be held continually for a certain ammount of turns, such as Force Choke or Force Lightning, whereas some powers can be held indefinitely, for example Force Supression, but would require continual focus where no other actions can be taken. After the power has dropped, cooldown applies.
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.