There's also the potential range advantage to consider. Archer's demonstrated that he's capable of firing from across town already, and if he's capable of one shotting everyone from that distance it's just overkill.
Alright, general consensus seems to be that ranged weapons should do less damage but be easier to hit with apparently, so I'll be refining ranged weaponry rules now. A weaponry post is in progress.
I'll be putting all the refined rules in one post eventually for ease of access.
Physical Combat Mechanics Please round all decimals DOWN.
Basic Combat Mechanics
1. Combat Turn Phases:
Initiative - Initial Speeds.
Movement - Who hits? Do they hit?
Attack - How hard are they hitting? Defend is part of this.
Defend - Can you dodge? Can you block?
Damage - How much damage are you taking?
Restart - Back to Movement for next slowest, or reset to fastest.
2. Types of Combat:
Direct Combat - No Initiative Bonuses. Everyone starts off rolling AGI. This roll determines order for rest of battle.
Ambush - Attacker gains Initiative, unless Defender(s) beats their AGI with NOTICE, in which case it becomes Direct Combat.
Ranged - Attacker is not present, and Defender must roll NOTICE+AGI vs AGI+WEAPON to dodge shots. Can coexist with Ambush. To close distance, melee attackers must complete Movement Phases depending on distance. Short(200-400m) is one phase, continue according to distance (401-600m is in 2 Phases, 0-199 is that Phase, etc.)
Interception - Intercept during Attack Phase to prevent attacking between 2 players that turn.
3. Phase Expansion:
Initiative
Everyone Involved Rolls AGI. If bystanders wish to leave, they must still roll, but can leave unless being targeted, upon which they must fight, or use the Disengage skill.
Whoever Rolls highest begins the Attack Phases, starting with Movement. This player is the Attacker for this turn.
Movement
The Attacker rolls for attacking/movement target(s), rolling either AGI+((WEAPON/2)-1) to attack, or AGI to move. THE -1 ONLY APPLIES TO WEAPON SKILLS/BONUSES, AND WILL NOT AFFECT YOU IF YOU DO NOT HAVE ONE. Targets roll AGI to try to run. Success for Attacker results in moving closer/successfully attacking, moving to the Attack Phase. Failure ends the Turn. After moving forward to close a distance, the player is ready and gains +1 to next movement roll, and the turn ends.
Attack
Now that the Attacker can hit the target(s), they decide if they want to go lethal or non-lethal, and target a body part. If lethal, roll for Damage, rolling STR+(WEAPON/2).
Defend
Target(s) can DODGE or BLOCK. They can also just take the hit if they're confident in their defense, and COUNTER HIT.
DODGE is an AGI+(NOTICE/2) against the Attacker's Movement AGI+((WEAPON/2)-2) roll. The /2 ONLY applies to HEROES OR a to Notice when it's over +5.
BLOCK is a STR-2+(WEAPON/2) roll against the Attacker's previous STR+(WEAPON/2) roll.
Successfully dodging or blocking ends the Turn.
Interception can occur here. A nearby bystander can roll AGI to try to get there before the Attacker attacks, trying to beat the Attacker's Initiative roll. Success allows the bystander to roll STR+(WEAPON/2) to try and block the Attacker's attack. DOING THIS PLACES YOU IN THE BATTLE IN FRONT OF THE ATTACKER, MEANING THEY GET TO TRY TO ATTACK AGAIN NEXT TURN.
COUNTER HIT is when the target takes the hit, going directly to the Damage Phase, but rolls an Attacking Movement, and then an Attack roll if they succeed. Damage is applied before this occurs. This is essentially putting your turn in the middle of the Attacker's turn at the cost of taking damage.
If the Target fails the Defend Phase, they continue to the Damage Phase.
Damage
Targets roll END against the Attacker's previous (STR+(WEAPON/2) and an additional +(1)-(BLOCK/2).
Difference determines damage depending on targeted body part. If Attacker fails, no damage is dealt and the Turn ends. 4 of a wound level equals the next wound level.
+1 is a minor wound, barely scraping the surface (scratch).
+2 is a light wound, still minor but more penetrating (cut).
+3 is a moderate wound, causing slight pain and slightly hindering the external body part (-1 to all rolls using that body part), but still at the surface (deep cut).
+4 is a deep wound, causing decent pain and hindering the external body part (-2), a severs non-essential body parts (fingers, toes, ears, etc).
+5 is a major wound, causing major pain and severly damaging an external body part (-3) or causing damage to nonessential internals (bones, joints, etc)
+6 is a crippling wound, crippling a limb (-4), or causing slight damage to essential internals/decent damage to nonessential internals, leading to damage over time equivalent to a minor wound every turn without healing.
+7 is a disabling wound, disabling the external body part completely (cannot be used), or causing major internal damage, leading to damage equivalent to a light wound every turn without healing.
+8 is a mortal wound, severing the external body part completely (will not recover without major magic), or damaging an internal organ, which will result in death soon(10 turns or 16 hours) without magical healing. The target takes a moderate wound every turn without quick healing.
+9 is a killing blow, destroying a body part or a vital organ immediately, leading to rapid death within a few(4) turns and damage equivalent to a crippling wound every turn.
Nonlethal attacks result in damage equivalent to 4 ranks below, minimum of a minor wound.
Battle Continuation makes wounds less severe by the difference in ranks. Rank A Battle Continuation reduces mortal wounds to disabling wounds, Rank B reduces crippling wounds to deep wounds, etc.
Restart
Start at Movement for next highest Initiative.
Other modifiers can be applied when applicable at GM's discretion. When two NP's interact (Attack v. Defense, Attack v. Attack with Block), GM will compare ranks. Higher roll wins and provides bonuses, unless otherwise specified. Equal ranks means that both players roll 4d6, and higher net wins.
Athletics - Applied with AGI Fight - Applied as Melee WEAPON Bonus Notice - Used for Reaction Physique - Applied with END Shoot - Used as Ranged Skill. Stealth - Applied with Dodge
Weapon Mechanics
Please round all decimals DOWN.
1. Weapon Types - Determines Weapon Bonus/Damage-Only Bonus and Other Bonuses:
Short Melee - Shortswords, Knives, Hatchets, etc.
Long Melee - Longswords, Spears, Lances, etc.
Large Melee - Greatswords, War Hammers, War Axes, etc.
Slow Ranged - Handguns, Bows, Rifles, Throwing Knives, etc.
Fast Ranged - Sub-Machineguns, Machine Pistols, Assault Rifles, etc.
Spread Ranged- Shotguns, Explosive Guns, Light Machineguns, etc.
1b. Example Weapon Bonuses:
Short Melee: +2 Weapon Bonus.
Long Melee: +1 Weapon Handling, +3 Weapon Damage.
Large Melee: -2 Weapon Handling, +5 Weapon Damage.
Physical Combat Mechanics Please round all decimals DOWN.
Basic Combat Mechanics
1. Combat Turn Phases:
Initiative - Initial Speeds.
Movement - Who hits? Do they hit?
Attack - How hard are they hitting? Defend is part of this.
Defend - Can you dodge? Can you block?
Damage - How much damage are you taking?
Restart - Back to Movement for next slowest, or reset to fastest.
2. Types of Combat:
Direct Combat - No Initiative Bonuses. Everyone starts off rolling AGI. This roll determines order for rest of battle.
Ambush - Attacker gains Initiative, unless Defender(s) beats their AGI with NOTICE, in which case it becomes Direct Combat.
Ranged - Attacker is not present, and Defender must roll NOTICE+AGI vs AGI+WEAPON to dodge shots. Can coexist with Ambush. To close distance, melee attackers must complete Movement Phases depending on distance. Short(200-400m) is one phase, continue according to distance (401-600m is in 2 Phases, 0-199 is that Phase, etc.)
Interception - Intercept during Attack Phase to prevent attacking between 2 players that turn.
3. Phase Expansion:
Initiative
Everyone Involved Rolls AGI. If bystanders wish to leave, they must still roll, but can leave unless being targeted, upon which they must fight, or use the Disengage skill.
Whoever Rolls highest begins the Attack Phases, starting with Movement. This player is the Attacker for this turn.
Movement
The Attacker rolls for attacking/movement target(s), rolling either AGI+((WEAPON/2)-1) to attack, or AGI to move. THE -1 ONLY APPLIES TO WEAPON SKILLS/BONUSES, AND WILL NOT AFFECT YOU IF YOU DO NOT HAVE ONE. Targets roll AGI to try to run. Success for Attacker results in moving closer/successfully attacking, moving to the Attack Phase. Failure ends the Turn. After moving forward to close a distance, the player is ready and gains +1 to next movement roll, and the turn ends.
Attack
Now that the Attacker can hit the target(s), they decide if they want to go lethal or non-lethal, and target a body part. If lethal, roll for Damage, rolling STR+(WEAPON/2).
Defend
Target(s) can DODGE or BLOCK. They can also just take the hit if they're confident in their defense.
DODGE is an AGI+(NOTICE/2) against the Attacker's Movement AGI+((WEAPON/2)-2) roll. The /2 ONLY applies to HEROES OR a to Notice when it's over +5.
BLOCK is a STR+(WEAPON/2) roll against the Attacker's previous STR+(WEAPON/2) roll.
Successfully dodging or blocking ends the Turn.
Interception can occur here. A nearby bystander can roll AGI to try to get there before the Attacker attacks, trying to beat the Attacker's Initiative roll. Success allows the bystander to roll STR+(WEAPON/2) to try and block the Attacker's attack. DOING THIS PLACES YOU IN THE BATTLE IN FRONT OF THE ATTACKER, MEANING THEY GET TO TRY TO ATTACK AGAIN NEXT TURN.
If the Target fails the Defend Phase, they continue to the Damage Phase.
Damage
Targets roll END against the Attacker's Attack(STR+(WEAPON/2))-BLOCK/2 roll.
Difference determines damage depending on targeted body part. If Attacker fails, no damage is dealt and the Turn ends. 4 of a wound level equals the next wound level.
+1 is a minor wound, barely scraping the surface (scratch).
+2 is a light wound, still minor but more penetrating (cut).
+3 is a moderate wound, causing slight pain and slightly hindering the external body part (-1 to all rolls using that body part), but still at the surface (deep cut).
+4 is a deep wound, causing decent pain and hindering the external body part (-2), a severs non-essential body parts (fingers, toes, ears, etc).
+5 is a major wound, causing major pain and severly damaging an external body part (-3) or causing damage to nonessential internals (bones, joints, etc)
+6 is a crippling wound, crippling a limb (-4), or causing slight damage to essential internals/decent damage to nonessential internals, leading to damage over time equivalent to a minor wound every turn without healing.
+7 is a disabling wound, disabling the external body part completely (cannot be used), or causing major internal damage, leading to damage equivalent to a light wound every turn without healing.
+8 is a mortal wound, severing the external body part completely (will not recover without major magic), or damaging an internal organ, which will result in death soon(10 turns or 16 hours) without magical healing. The target takes a moderate wound every turn without quick healing.
+9 is a killing blow, destroying a body part or a vital organ immediately, leading to rapid death within a few(4) turns and damage equivalent to a crippling wound every turn.
Nonlethal attacks result in damage equivalent to 4 ranks below, minimum of a minor wound.
Battle Continuation makes wounds less severe by the difference in ranks. Rank A Battle Continuation reduces mortal wounds to disabling wounds, Rank B reduces crippling wounds to deep wounds, etc.
Restart
Start at Movement for next highest Initiative.
Other modifiers can be applied when applicable at GM's discretion. When two NP's interact (Attack v. Defense, Attack v. Attack with Block), GM will compare ranks. Higher roll wins and provides bonuses, unless otherwise specified. Equal ranks means that both players roll 4d6, and higher net wins.
Athletics - Applied with AGI Fight - Applied as WEAPON Bonus Notice - Used for Reaction Physique - Applied with END Shoot - Used to determine Attack Movement for Ranged Weapons. Stealth - Applied with Dodge
Weapon Mechanics
Please round all decimals DOWN.
1. Weapon Types - Determines Weapon Bonus/Damage-Only Bonus and Other Bonuses:
Short Melee - Shortswords, Knives, Hatchets, etc.
Long Melee - Longswords, Spears, Lances, etc.
Large Melee - Greatswords, War Hammers, War Axes, etc.
Slow Ranged - Handguns, Bows, Rifles, Throwing Knives, etc.
Fast Ranged - Sub-Machineguns, Machine Pistols, Assault Rifles, etc.
Spread Ranged- Shotguns, Explosive Guns, Light Machineguns, etc.
1b. General Weapon Bonuses:
Short Melee: +2 Weapon Bonus.
Long Melee: +1 Weapon Handling, +3 Weapon Damage.
Large Melee: -2 Weapon Handling, +5 Weapon Damage.
@notmi and @D.D. Spectator, please roll 1d6 each to break the tie. This will not effect calculations, simply turn order. I should probably note this in the rules later.
Saber is moving first after all the arrows are done.
@D.D. Spectator, you may ignore the Attacking Movement phase as per your ability, and calculate damage directly using you old roll. Saber, please use your previous END roll to see whether you take damage or not.
Meanwhile, the rest of your can ask me questions OOC or via PM about what you can do, but please abstain from posting IC unless you've cleared an action with me.
@notmi and @D.D. Spectator, please roll 1d6 each to break the tie. This will not effect calculations, simply turn order. I should probably note this in the rules later.
Berserker goes after Saber but before Archer after the damage phase finishes.
@D.D. Spectator@Azrael
I did the calculations for you guys from the old rolls. Barring the use of additionsl abilities/noble phantasms, Archer has a roll of
Berserker goes after Saber but before Archer after the damage phase finishes.
@D.D. Spectator@Azrael
I did the calculations for you guys from the old rolls. Barring the use of additionsl abilities/noble phantasms, Archer has a roll of
Sure. Roll according to the Combat rules against @notmi, who csn roll AGI to try to avoid, unless he wants to stand still and take Saber head on, in which case you both move onto the Attack/Defend phase.
Sure. Roll according to the Combat rules against @notmi, who csn roll AGI to try to avoid, unless he wants to stand still and take Saber head on, in which case you both move onto the Attack/Defend phase.
If the majority (7) the players say yes, I'll allow it, for the sake of fairness.
Currently you have 2 people (you and Nani), so if five others say yes you can start reassigning your skill points, but no changing Attributes or NP's alright?
If the majority (7) the players say yes, I'll allow it, for the sake of fairness.
Currently you have 2 people (you and Nani), so if five others say yes you can start reassigning your skill points, but no changing Attributes or NP's alright?
Too bad the system explicitly put a limit on things at A+++, I believe. I totally would have gone with A++++++++ in like 3 skills. It would have been awesome.
Too bad the system explicitly put a limit on things at A+++, I believe. I totally would have gone with A++++++++ in like 3 skills. It would have been awesome.
But two NPs are already guaranteed. Spending points on NPs just seems like a waste, especially because I see having a bunch of them as cheap and unrealistic, especially with unknown heroes.
But two NPs are already guaranteed. Spending points on NPs just seems like a waste, especially because I see having a bunch of them as cheap and unrealistic, especially with unknown heroes.
There is also only like a handful of examples of skills being past A+ and most of them are in Fate/Extra. Also I didn't say a lot of NPs just broken ones. I find that GMs are more likely to accept bullshit when the rest of your sheet isn't balls to the wall powerful.