Post by Shonn Bayerleyn on Jun 3, 2012 18:16:40 GMT -5
The group reached the outter wall of the manor of the rich man they wished to rob. Well kept and tall, the wall blocks the passage, and you noticed already the main entrance has two guards.
The group roleplays, they opt to climb the wall.
The Storyteller then calls for an Agility Test for those who climb up the wall reaching the top on 30+.
All of them are climbing, and everyone roll. (/roll 50).
Some of them could fail, others could manage.
The unlucky one misplaced a foot and it slided, lost the grip he ruined down on the ground with a sore arse. In the meanwhile the others manage to reach the top of the wall. Ahi, what a surprise: shreds of glass and nails have been planted on the very top to prevent climbers to go past. ... Let us see if your gloves are thick enough, or if the sudden pain makes you lose the grip. Take a Will test!
So those who got to the top are to take the Will test to see if they manage to disregard the sudden stiffen presence under their hands.
Two manages and leap down in the garden of the manor.
As you land down on the soft grass of the garden, your arrival has waken the attention of guardian dogs that barking loudly to summon their masters are racing to you already, drooling. The white of their teeth gleaming at the moonlight.
One of the two has Ranged Skill, and thus entitled to have a ranged weapon. In this case probably not a bow, but a throwing dagger for sure. He opts to throw it at the incoming dogs, as the dogs are not there yet.
Another roll on 50, adding up the Ranged Skill * 10.
The dog is a fast moving target, but also coming straight to you and not sensibly acknowledging the danger it could risk as a human would. Also it lacks armour and surely does not make use of cover in the garden. Without the need to tell what's the required the Storyteller informs of the outcome.
But let us say, 30 was needed to hit the dog with the dagger, and inflict 1 HP. Better aim could inflict more damage. A roll of 50+ would have inflicted 2 HP loss, and of 70+ 3 HP loss.
The Range Table:
To reach the requirement of the test: 1 HP loss for the target.
To surpass the requirement by 20+: 2 HP loss for the target.
To surpass the requirement by 40+: 3 HP loss for the target.
The dagger flies in the night, precise and deadly, planting itself in the throat of the dog and dispatching it. Alas that was the lone weapon you had. Hearing the last yelps of wail of its companion, the last dog leaps on with even more vigour.
Having thrown the dagger, the disarmed one opts to leave his mate with the dog and dash to pick the weapon back.
Those who fell in the climbing are hearing witnesses of the scene, and can roleplay among each other on the "what to do". The barking of the dogs surely is to call guards, and they decide to ditch their mates in thievery inside the wall and get away before they risk to get caught.
So now we have a Melee Round (of fight) between the ferocious guardian dog and the thief that has a short sword (currently irrilevant detail. He has a weapon to fight.)
The player of this robber rolls twice. The first roll is for himself, the second for the dog.
He rolls 17, but has 1 in Melee Skill which means his 17 becomes 27.
The dog is lucky, and rolls 40. Also the dog is trained in combat and has 1 Melee as well. This brings its roll to 50.
The Melee Table:
1-9 Difference: Nothing.
10-19 Difference: Advantage on the next round, +10 on roll.
20-39 Difference: 1 Hit
40-79 Difference: 2 Hits
80+ Difference: 3 Hits
So, 50 - 27 = 23. The dog hits (bites) the robber!
The dog is a strong mastiff, with very good jaws. Counting as having 1 point of Strength.
Normally all characters inflict 1 HP damage only, but Strength allows to do eventually more.
The dog rolls on 2 (1 of base + 1 of strength), meaning it could inflict 1 or 2 damage.
Once those rolls and mental math is processed, the player marks on his notepad / paper / etc the HP loss; and proceeds to emote out that the dog bites him.
The dog finds the tender flesh of the man, meanwhile the second thief retreives the dagger. At distance lamps are lit and noises and voices are coming. People on your way!
Both of the thieves fight against the dog now. This is the second round. The original fighter rolls for the dog too.
Group Fight!
When two opponents fight a single opponent there are some changes to be applied.
As general guidelines all of them rolls normally, but the one in number inferiority needs an extra +10 to achieve anything per extra opponent.
If the two that are fighting the one fails in hitting (not gaining advantage) the opponent, they sum up their rolls and if such beats of 30 the enemy roll, they inflict 1 HP.
So in this case the dog would need 30 difference to land a hit, because it needs to be more cautious in its attacks.
Let's assume their modified rolls are 25 and 40, and 30 for the dog:
40 - 30 = 10, who rolled 40 earns an Advantage.
30 - 25 = 5, nothing.
No Hit achieved by the two in superiority.
40 + 25 = 65. 65 - 30 = 35.
Meaning they still land a minor hit of 1 HP due to being more numberous.
Sidenote: The one who has suffered the wound previously, bitten by the dog, has a malus, 10 of malus per HP loss.
Assuming the dog rolled 1 on his strength roll, and thus inflicted 1 HP loss; to roll 25 that thief rolled 25; added 10 for 1 point in Melee Skill, and subtracted 10 due to the bleeding that weakens him.
The dog falls down, lifeless, victim of the combined efforts of the robbers. It seems they've been sorted out in their intent and a mob of guards are coming their way now!
The one who has fought two rounds is called to roll an Endurance test. To act two rounds consecutively (the throwing was before the melee. The first round of melee for the thief had the other one simply walking to retrieve the dagger) to fight, cast or else, call for Endurance test to see if you begin to resent of fatigue.
The thief rolls, and roll low. With his modifier (and rolling a natural 1-5 means the test fails anyway) he fails, and mark an additional -5 malus.
The healthy one opts to try and climb the wall.
The wounded one does not feel as comfortable with his malus, bleeding and all, opting to seek a hiding. (He'd have by now a -15 on ALL of his rolls, unless this thief has a point in the stat Will, so he could disregard up to 10 Malus.)
This could call for a stealth test, or simply have determined that more dogs will be called, or that the guards are meticolous and find him.
The one climbing can roll, to see if he is quick enough. A guard could try to hit him with an arrow as he climbs with a full exposed back.
And what if there are guards outside too by now, the other thieves left and none is to check out the road being empty.
Possibilities.
Below there, a resume of Ranged and Melee system:It roughly repeats what of above but I suggest to read through it - maybe it helps clarifying.
How ranged attacks work
If someone using a ranged weapon picks a target, that person has to roll on 1-50; add the Ranged bonus due to the STAT, and eventually subtract any malus due to wounds and fatigue (failed enduracen tests). There can be other modifiers to consider upon occasion.
Currently -what- weapon do you use, makes no difference. Bow, crossbow, gun, etc, all the same.
A difficulty level is established to roll against.
This can account distance, enemy armour / shield, presence of a natural shelter (half hidden behind a rock or a tree.), etc.
To hit, your modified roll needs to be above the difficulty check requirement.
This is to inflict 1 HP to the enemy.
IF your modified roll is above 20 points than the difficulty check requirement, the hit inflicts 2 HPs.
IF your modified roll is above 40 points than the difficulty check requirement, the hit inflicts 3 HPs.
Example: There is an humans sized enemy target, decent distance but approaching, has a round, small shield, and barely any armour, no sight hindering factors, let's say difficulty, 40.
Your character has 2 in Ranged skill, and has no fatigue but has lost 1 HP (means a -10).
You roll 1-50, add 20, subtract 10; is your final result Over 40? You inflict 1 hit. If by luck you rolled 50, and thus your final roll is 60, as you have 20 of difference from the requirement, you inflict to the enemy 2 HPs loss.
How melee fight works:
The melee round is an action for all the combatants.
Which means both sides roll - and are supposed to exchange a chain of swings of weapons.
All the character involved rolls, each with their enemy.
The characters add their Melee Fighting skill (1 point = +10) to the roll. Then subtract any wound or fatigue malus. Then apply other modifiers.
To have an edge to the enemy, you need a 10 points of difference to the modified roll. This represent earning a small advantage, but without wounding your opponent. Represents a +5 for the next round.
To hit the enemy you need a 20 points difference. 40 points of difference means 2 hits. 80 points of difference 3 hits.
If you land a hit, you roll to see how much damage you inflict.
If you have 0 strength, each hit is 1 HP. If you have any point in Strength, you roll on (1+Str), so the damage you can inflict is to vary from 1 to your strength+1.
Example: Two characters fight against each other, one is more skilled in fighting but not as strong as the other.
One thus has 2 points in melee skill. (Char A)
The other has only 1 point in melee skill, but also 1 in strength. (Char B)
A and B rolls both.
A is to add 20 to his roll, and B only 10.
Let's say A rolled a modified total of 40 and B of 20. A surpasses by 20 B, and thus inflicts 1 HPs to B.
If B rolled 50 and A 25, B would hit, and due to the strength, he rolls again on 2. (Means you either roll a 1 or a 2. Why on 2, because is Strenght: 1, + 1 as baseline.). B rolls 2, and thus inflicts 2 HPs with one single hit to A.
The group roleplays, they opt to climb the wall.
The Storyteller then calls for an Agility Test for those who climb up the wall reaching the top on 30+.
All of them are climbing, and everyone roll. (/roll 50).
Some of them could fail, others could manage.
The unlucky one misplaced a foot and it slided, lost the grip he ruined down on the ground with a sore arse. In the meanwhile the others manage to reach the top of the wall. Ahi, what a surprise: shreds of glass and nails have been planted on the very top to prevent climbers to go past. ... Let us see if your gloves are thick enough, or if the sudden pain makes you lose the grip. Take a Will test!
So those who got to the top are to take the Will test to see if they manage to disregard the sudden stiffen presence under their hands.
Two manages and leap down in the garden of the manor.
As you land down on the soft grass of the garden, your arrival has waken the attention of guardian dogs that barking loudly to summon their masters are racing to you already, drooling. The white of their teeth gleaming at the moonlight.
One of the two has Ranged Skill, and thus entitled to have a ranged weapon. In this case probably not a bow, but a throwing dagger for sure. He opts to throw it at the incoming dogs, as the dogs are not there yet.
Another roll on 50, adding up the Ranged Skill * 10.
The dog is a fast moving target, but also coming straight to you and not sensibly acknowledging the danger it could risk as a human would. Also it lacks armour and surely does not make use of cover in the garden. Without the need to tell what's the required the Storyteller informs of the outcome.
But let us say, 30 was needed to hit the dog with the dagger, and inflict 1 HP. Better aim could inflict more damage. A roll of 50+ would have inflicted 2 HP loss, and of 70+ 3 HP loss.
The Range Table:
To reach the requirement of the test: 1 HP loss for the target.
To surpass the requirement by 20+: 2 HP loss for the target.
To surpass the requirement by 40+: 3 HP loss for the target.
The dagger flies in the night, precise and deadly, planting itself in the throat of the dog and dispatching it. Alas that was the lone weapon you had. Hearing the last yelps of wail of its companion, the last dog leaps on with even more vigour.
Having thrown the dagger, the disarmed one opts to leave his mate with the dog and dash to pick the weapon back.
Those who fell in the climbing are hearing witnesses of the scene, and can roleplay among each other on the "what to do". The barking of the dogs surely is to call guards, and they decide to ditch their mates in thievery inside the wall and get away before they risk to get caught.
So now we have a Melee Round (of fight) between the ferocious guardian dog and the thief that has a short sword (currently irrilevant detail. He has a weapon to fight.)
The player of this robber rolls twice. The first roll is for himself, the second for the dog.
He rolls 17, but has 1 in Melee Skill which means his 17 becomes 27.
The dog is lucky, and rolls 40. Also the dog is trained in combat and has 1 Melee as well. This brings its roll to 50.
The Melee Table:
1-9 Difference: Nothing.
10-19 Difference: Advantage on the next round, +10 on roll.
20-39 Difference: 1 Hit
40-79 Difference: 2 Hits
80+ Difference: 3 Hits
So, 50 - 27 = 23. The dog hits (bites) the robber!
The dog is a strong mastiff, with very good jaws. Counting as having 1 point of Strength.
Normally all characters inflict 1 HP damage only, but Strength allows to do eventually more.
The dog rolls on 2 (1 of base + 1 of strength), meaning it could inflict 1 or 2 damage.
Once those rolls and mental math is processed, the player marks on his notepad / paper / etc the HP loss; and proceeds to emote out that the dog bites him.
The dog finds the tender flesh of the man, meanwhile the second thief retreives the dagger. At distance lamps are lit and noises and voices are coming. People on your way!
Both of the thieves fight against the dog now. This is the second round. The original fighter rolls for the dog too.
Group Fight!
When two opponents fight a single opponent there are some changes to be applied.
As general guidelines all of them rolls normally, but the one in number inferiority needs an extra +10 to achieve anything per extra opponent.
If the two that are fighting the one fails in hitting (not gaining advantage) the opponent, they sum up their rolls and if such beats of 30 the enemy roll, they inflict 1 HP.
So in this case the dog would need 30 difference to land a hit, because it needs to be more cautious in its attacks.
Let's assume their modified rolls are 25 and 40, and 30 for the dog:
40 - 30 = 10, who rolled 40 earns an Advantage.
30 - 25 = 5, nothing.
No Hit achieved by the two in superiority.
40 + 25 = 65. 65 - 30 = 35.
Meaning they still land a minor hit of 1 HP due to being more numberous.
Sidenote: The one who has suffered the wound previously, bitten by the dog, has a malus, 10 of malus per HP loss.
Assuming the dog rolled 1 on his strength roll, and thus inflicted 1 HP loss; to roll 25 that thief rolled 25; added 10 for 1 point in Melee Skill, and subtracted 10 due to the bleeding that weakens him.
The dog falls down, lifeless, victim of the combined efforts of the robbers. It seems they've been sorted out in their intent and a mob of guards are coming their way now!
The one who has fought two rounds is called to roll an Endurance test. To act two rounds consecutively (the throwing was before the melee. The first round of melee for the thief had the other one simply walking to retrieve the dagger) to fight, cast or else, call for Endurance test to see if you begin to resent of fatigue.
The thief rolls, and roll low. With his modifier (and rolling a natural 1-5 means the test fails anyway) he fails, and mark an additional -5 malus.
The healthy one opts to try and climb the wall.
The wounded one does not feel as comfortable with his malus, bleeding and all, opting to seek a hiding. (He'd have by now a -15 on ALL of his rolls, unless this thief has a point in the stat Will, so he could disregard up to 10 Malus.)
This could call for a stealth test, or simply have determined that more dogs will be called, or that the guards are meticolous and find him.
The one climbing can roll, to see if he is quick enough. A guard could try to hit him with an arrow as he climbs with a full exposed back.
And what if there are guards outside too by now, the other thieves left and none is to check out the road being empty.
Possibilities.
Below there, a resume of Ranged and Melee system:It roughly repeats what of above but I suggest to read through it - maybe it helps clarifying.
How ranged attacks work
If someone using a ranged weapon picks a target, that person has to roll on 1-50; add the Ranged bonus due to the STAT, and eventually subtract any malus due to wounds and fatigue (failed enduracen tests). There can be other modifiers to consider upon occasion.
Currently -what- weapon do you use, makes no difference. Bow, crossbow, gun, etc, all the same.
A difficulty level is established to roll against.
This can account distance, enemy armour / shield, presence of a natural shelter (half hidden behind a rock or a tree.), etc.
To hit, your modified roll needs to be above the difficulty check requirement.
This is to inflict 1 HP to the enemy.
IF your modified roll is above 20 points than the difficulty check requirement, the hit inflicts 2 HPs.
IF your modified roll is above 40 points than the difficulty check requirement, the hit inflicts 3 HPs.
Example: There is an humans sized enemy target, decent distance but approaching, has a round, small shield, and barely any armour, no sight hindering factors, let's say difficulty, 40.
Your character has 2 in Ranged skill, and has no fatigue but has lost 1 HP (means a -10).
You roll 1-50, add 20, subtract 10; is your final result Over 40? You inflict 1 hit. If by luck you rolled 50, and thus your final roll is 60, as you have 20 of difference from the requirement, you inflict to the enemy 2 HPs loss.
How melee fight works:
The melee round is an action for all the combatants.
Which means both sides roll - and are supposed to exchange a chain of swings of weapons.
All the character involved rolls, each with their enemy.
The characters add their Melee Fighting skill (1 point = +10) to the roll. Then subtract any wound or fatigue malus. Then apply other modifiers.
To have an edge to the enemy, you need a 10 points of difference to the modified roll. This represent earning a small advantage, but without wounding your opponent. Represents a +5 for the next round.
To hit the enemy you need a 20 points difference. 40 points of difference means 2 hits. 80 points of difference 3 hits.
If you land a hit, you roll to see how much damage you inflict.
If you have 0 strength, each hit is 1 HP. If you have any point in Strength, you roll on (1+Str), so the damage you can inflict is to vary from 1 to your strength+1.
Example: Two characters fight against each other, one is more skilled in fighting but not as strong as the other.
One thus has 2 points in melee skill. (Char A)
The other has only 1 point in melee skill, but also 1 in strength. (Char B)
A and B rolls both.
A is to add 20 to his roll, and B only 10.
Let's say A rolled a modified total of 40 and B of 20. A surpasses by 20 B, and thus inflicts 1 HPs to B.
If B rolled 50 and A 25, B would hit, and due to the strength, he rolls again on 2. (Means you either roll a 1 or a 2. Why on 2, because is Strenght: 1, + 1 as baseline.). B rolls 2, and thus inflicts 2 HPs with one single hit to A.