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 Melee combat

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Xender

Xender


Nombre de messages : 431
Age : 36
Date d'inscription : 28/01/2008

Melee combat Empty
MessageSujet: Melee combat   Melee combat Icon_minitimeSam 26 Avr - 23:50

Une des chose assez différente entre D20 et Rift, c'est le système de combat. Le voici:

HAND TO HAND COMBAT
The combat system is really just an adaption of the rules from Heroes
Unlimited and Ninja Turtles. It is designed to be fast moving and easy
to understand. All combat strikes, parries and dodges are resolved by
rolling twenty-sided dice.

STEP 1: Determine Initiative
Any time opponents square off for battle, the game master must
determine who has the initiative. In other words, who will attack first.
Successful Sneak Attack or Long Range Attack will always have initiative
for that melee. Otherwise, whoever rolls highest on a twenty-sided die
will attack first. In the case of a tie, reroll. Initiative is rolled only once
per melee. That roll will determine the pace tor that entire melee round.

STEP 2: Attacker Rolls Strike
The next step is for the first attacker to roll a twenty-sided die. If
the result is a four or less (counting bonuses), then the attacker misses.
Any roll above a four (4) hits the opponent. But, if the roll is a five
(5) or better, and less than the opponent's Armor Rating (A.R.), then
damage may be done only to the S.D.C. of the opponent's armor (see
A.R./Artificial Body Armor). A roll over the opponent's A.R. does
direct damage to the character's S.D.C. and Hit Points. Note that special
attacks like Knockout/Stun or Death Blow must be declared BEFORE
rolling to strike.

STEP 3: Defender May Parry, Dodge or Entangle
Any time an attacker rolls a successful hit, the defender can choose
to parry, dodge, or entangle. Parrying can be done automatically by
anyone trained in any form of Hand to Hand combat. That means that
the parry can be performed without wasting a melee attack. Non-combat
trained characters will lose their next melee attack every time they parry.
NOTE: Bullets and energy attacks cannot be parried, but CAN be
dodged. Defending by dodging or entangling means automatically giv-
ing up the next melee attack.
Entangle means the character actually pins or snares an opponent's
weapons or arm.
The defender can only defend against attacks within his line of vision.
Attacks from the rear cannot be parried, dodged or entangled.

STEP 4: Attacker Rolls Damage
If a successful strike is not parried, dodged or entangled, the attacker
rolls for the amount of damage inflicted and adds any damage bonuses.
Critical strikes do double damage. Combined critical strikes, like a
natural twenty and a jump attack, do triple damage. Add the damage
bonus to the roll before doubling or tripling. A natural, unmodified,
20 is always a critical strike. A punch inflicts 1D4 damage.

STEP 5: Defender May Attempt To Roll With Punch
If the attack is a blunt, physical attack (fist, foot, club, staff, etc.),
then the defender can attempt to Roll With The Punch. In order to roll
with punch, the defender must match or better the attacker's roll to
strike. Successfully rolling with a punch means the character takes half
damage. Successfully rolling with a knockout punch means the character
takes double damage, but is NOT unconscious or stunned. Rolling witha death punch results in loss of half of all remaining S.D.C. and hit
points. Failing to roll with punch means taking full damage off of the
defender's S.D.C. and/or hit points. The same rules apply to falls as
well.

Continuing The Combat

Once the above is completed, the process is repeated for whoever
lost the initiative. So long as the opponents have melee attacks left,
the combat continues back and forth. When all the attacks or actions
per melee round of all opponents are finished, it's time to start a new
melee round. Initiative is redetermined at the beginning of every melee
round. That is to say, that if a character has four attacks per melee,
when all attacks are used, a new melee round begins.


Ce que j'adore, c'est le fait que l'initiative est rebrassé a chaque round!
Maintenant, dans D20, ce qui détermine le nombre d'attaques d'un perso, c'est le base attack bonus, ici, c'est plutot selon le niveau du hand-to-hand. Il y a tout plein d'autres styles, en passant par le judo, commando, aikido, jujitsu, karate (Kyokushinkai), kendo, ninjutsu (RIEN a voir avec naruto...), samurai, Teng-jutsu, etc

Donc ça ressemble a ceci (à noter, il y a aussi untrained, et les hand-to-hand pour power armor):

HAND TO HAND: BASIC
Level 1 Two attacks per melee; + 2 to pull/roll with punch,
fall or impact.
2 +2 to parry and dodge.
3 Kick attack does 1D6 points damage.
4 + One additional attack per melee.
5 + 1 to strike.
6 Critical strike on an unmodified roll of 19 or 20. .
7 + 2 to damage.
8 Judo-style body throw/flip; does 1D6 damage, and
victim loses initiative and one attack per melee.
9 + One additional attack per melee.
10 An additional +2 to pull/roll with punch, fall or impact.
11 An additional + 1 to parry and dodge.
12 An additional + 1 to strike.
13 Critical strike or knockout from behind.
14 An additional +2 to damage.
15 + One additional attack per melee.


HAND TO HAND: EXPERT
Level 1 Two attacks per melee to start; + 2 to pull/roll with punch,
fall or impact.
2 + 3 to parry and dodge.
3 + 2 to strike.
4 + One additional attack per melee.
5 Kick attack does 1D6 damage.
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired weapons.
8 Judo-style body throw/flip; does 1D6 damage, and
victim loses initiative and one attack.
9 + One additional attack per melee.
10 +3 to damage.
11 Knockout/stun on an unmodified roll of 18, 19 or 20.
12 An additional +2 to parry and dodge.
13 Critical strike or knockout from behind (triple damage).
14 + One additional attack per melee.
15 Death blow on a roll of natural 20.

HAND TO HAND:
MARTIAL ARTS
Level 1 Two attacks per melee to start; + 3 to pull/roll with
punch, fall or impact.
2 + 3 to parry and dodge; + 2 to strike.
3 Karate-style kick does 1D8 damage.
4 + One additional attack per melee.
5 Jump Kick (critical strike). Entangle.
6 Critical strike on an unmodified roll of 18, 19 or 20.
7 Paired Weapons.
8 Leap Attack (critical strike).
9 + One additional attack per melee.
10 Judo style body throw/flip; does 1D6 damage
victim loses initiative and one attack.
11 An additional +4 to damage.
12 An additional +2 to parry and dodge.
13 Knock-out/stun on an unmodified roll of 18, 19 or 20.
14 + One additional attack per melee.
15 Death blow on a roll of a natural 20.


HAND TO HAND: ASSASSIN
Level 1 +2 to strike (one attack per melee).
2 + 2 additional attacks per melee.
3 +3 to pull/roll with punch/fall.
4 +4 to damage.
5 + One additional attack per melee.
6 +3 to parry/dodge. Entangle.
7 Knock-out/stun on an unmodified roll of 17-20.
8 + One additional attack per melee.
9 Kick attack does 1D6 damage.
10 Critical strike on an unmodified roll of 19 or 20.
11 +2 to strike.
12 Death blow on a roll of a natural 20.
13 + One additional attack per melee.
14 +2 to damage.
15 +2 to strike.
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