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Combat mode

3,879 bytes added, 22:54, 25 January 2020
Undo revision 7683 by [[Special:Contributions/Tempest|Tempest]] ([[User talk:Tempest|talk]])
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{{UnderConstruction|users=Tempest|flavortext=Unfinished, not proofread, not tested}} '''Combat mode''' is the mode of play in which the game enters a strict turn-based mode, in order to resolve a violent conflict between opposed creaturesparties. When in Combat mode, every turn and every action performed during each turn must be accounted for.
Combat and fighting are an essential element of playing MazeWorld. After all, what good are all those weapons if you can't use them? Learning all of the aspects of combat is important for your survival.
 
= Turn order =
As stated in the opening paragraph, every turn must be accounted for in Combat mode, meaning that overall, the pace may be slower than in Normal mode, but comparatively more intense. A turn in Combat mode is referred to as a '''combat turn'''. Every turn is roughly five seconds. Normally, most fights are resolved in a few turns, suggesting that, much like in real life, single rounds of combat tends to be resolved in a matter of seconds. In turn, it is relatively rare for a given fight to last longer than 10 turns.
At the start of every new turn in Combat mode, all creatures in the room (even if there are creatures who are reluctant to fight) must decide what type of action to perform. As explained in [[Basic mechanics]], every action falls in one of three categories: ''Combat actions'', ''Non-combat actions'', and ''Free actions''. When in Combat mode, knowing the type of action you wish to perform is very important, as it determines where you will be on the '''turn order'''.
'''Turn order''' is a term which refers to the order in which every creature in the room will perform their actions. Certain actions are faster than others and will therefore be attempted first. Generally speaking, free actions take a backseat; very few free actions are allowed while in Combat mode, and although talking is considered to be a free action, it should be kept to a minimum; a sentence or two at most. Most of the time, you will be performing ''Combat actions'' and ''Non-combat actions''.
 
== Initiative Speed ==
In order to accurately determine the turn order of any combat turn, the '''Initiative Speed''' or '''IS''' of every action must be checked. This value is what determines the turn order. '''The lower the Initiative Speed value, the faster the corresponding action.''' You can think of it as a ticket number; the lowest numbers go first.
The Initiative Speed of combat actions is either assigned to a [[Abilities|technique]] or a [[Abilities#Natural attacks|natural attack]], or tied to the corresponding [[weapons|weapon]]'s weightWeight. Although there are certain ways to modify a weapon's Weight directly (usually through the use of a [[Weapon#Weapon stocks|folding stock]]), the more common way of improving Initiative Speed is to use IS tier modifiers.
Initiative Speed has both a minimum cap (0) and a maximum cap (C); IS can never go lower than 0 or higher than C. See below for the table of IS speeds and tiers.
If two or more creatures have the same Initiative Speed before resolving a combat turn, this is called a '''speed conflict''' (or '''IS conflict'''), which must be resolved in order to determine the turn order. There cannot be any creatures that act at the same time. To resolve a speed conflict, the GM may choose to roll to randomly determine who goes first, or simply designate an order without rolling for it. If there is a speed conflict between two player characters and they aren't on opposed sides, it is customary to ask both players if they have a preference on who should act first.
=== Table of IS speeds Weight and tiers IS values ==={| class="wikitable" style="font-size:9pt; text-align:center" width="400450"
|-
| ''Weight / Initiative Speed value'' || '''0''' || '''1''' || '''2''' || '''3''' || '''5''' || '''9''' || '''14''' || '''18''' || '''22''' || '''26''' || '''30''' || '''U''' || '''C'''
|-
| ''Tier IS tier level'' || 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12
|}
The final two highest IS levels, '''U''' and '''C''', use letters rather than numbers before they correspond to a name rather than a Weight value.
* U corresponds to '''Unsparable''' Weight, and is the IS of weapons of that Weight.
* C corresponds to '''Concentrating''' speed; see [[Concentrating]] for more details.
 
The Weight of any given weapon is between 1 and Unsparable. There are only a few exceptions to this rule; three flamethrowers (the [[No.2]], the [[M2-2]] and the [[XL18]] have a listed weight of 40, but a separate listed Initiative Speed (IS 22 for the No.2 and M2-2, IS 18 for the XL18).
=== Non-combat actions ===
When in Combat mode, you may perform a number of non-combat actions, such as:
* '''Cover taking''': See [[Cover]] for more details
* '''Doing nothing'''** : Choosing to do nothing as a non-combat action always succeeds, since you, well, choose to do nothing.
* '''Escaping''': Reaching one of the doors in the room in order to try and leave the area
* '''Manipulating a weapon''': Loading, unloading, reloading, using accessories - anything not related to actually attacking; see [[Weapons]] for more details
* '''Non-combat movement''': Moving to another Side of the [[Combat mode#Battlespace (see below)|Battlespace]]* '''Using an item in the inventory''': See Depends on the item you wish to use; search for the relevant pages and information on the wiki for your particular item for more details. ==== Escaping ====In order to escape the current room while in Combat mode, a creature must roll an escape check: '''2d6''' plus their current [[Inventory managementAgility]] for . * If the result is 6 or more details, the escape check is '''successful'''; that creature may choose one of the available doors in the room to escape through; they leave immediately. Any attacks targeting this creature during the rest of the turn are canceled.* If the result is 5 or less, the escape check is '''failed'''; that creature is treated as having done nothing for the turn, and does not move. Multiple creatures choosing to try and escape at the same time can make an escape check as a group. Each creature in the group must roll '''2d6'''+[[Agility]]; every result is then averaged. A success results in all creatures of the group escaping the current room at the same time. It is not necessary for them to escape through the same door, though. ==== Non-combat movement ====Non-combat movement is a term which refers to movement from one Side to another Side while in Combat mode, and not as part of another action (such as moving into a target's Side as part of a melee attack, for example). Performing a non-combat movement allows for no other actions to be performed in the same turn. This action has no other specific requirements, and always succeeds.
== Turn order resolution ==
The steps of a typical combat turn are as follows:
* '''1)''' Game Master (GM) declares that a new combat turn is about to begin. (''"Turn X, what are your next moves?"'')* '''2)''' GM requests the players to describe their next action, while secretly preparing the next actions of every NPC.
** If, for one reason or another, player characters are on opposed sides of a fight and must not reveal their plans to one another, players may instead provide their next actions to the GM secretly.
* '''3)''' GM resolves any outstanding IS conflicts.* '''4)''' Once the turn order is determined, GM announces the turn is beginning.* '''5)''' Every creature resolves their actions in the determined order.* * Any combat actions must go through accuracy resolution, then damage resolution, if any hits were scored.* '''6)''' Once every action is resolved, GM announces the turn is ending. This is the point where counters, effects or anything relying on turn counting can be ticked up or down, and the point where the GM must check whether or not Combat mode may continue or end.
** If at least two opposed creatures are still standing and willing to fight, then combat goes on to the next turn - Return to the top of this list, rinse and repeat the above steps as many turns as needed.
** Otherwise, combat ends and the game returns to Normal mode.
Keep in mind that combat can end in more ways than simply killing or incapacitating all of the opponents. Fleeing, surrendering, asking for a truce, or any other reason to end a fight and cause opposing creatures to stop fighting one another, are all equally valid reasons to end Combat mode.
=== Executions ===
Certain circumstances may lead to one side being completely at the mercy of another. Maybe you've incapacitated a dangerous creature, maybe the raiders you were fighting all passed out from Pain; but the downed party is not quite ''dead'' yet, they're simply helpless. In situations like these, Combat mode is over, but the winning side still has the opportunity to put the downed side out of their misery. These situations are informally referred to as '''executions'''; they refer to the use of attacks or weapons to kill (or in this case, finish off) opponents even as Combat mode has already ended.
= Declaring actions =
 
Now that you know how combat turns are resolved, it is time to answer the questions: "How do I fight?" and "How do I do things in Combat mode?"
At the start of a turn, you will be prompted by the Game Master to declare your next action for the upcoming turn. You need to describe as much as is necessary for the GM to properly understand what your character is about to do, by leaving as little to assumption as possible. This is so GMs do not have to keep asking the same questions every turn.
== Combat actions ==For combat actions and particularly when using weapons, you need to specifyat least:* '''Which weapon ''' do you wish to use* Which fire mode (if applicable), and how '''How many shots ''' do you want to fire / how many swings, thrusts or attacks you wish to attempt* '''Which weapon mode''' do you wish to use
** If you're unsure of what your weapon is capable of, refer to this wiki's individual weapon pages, or to your inventory sheet; your weapon's description should have condensed information on all of its important details.
* '''Which creature ''' do you wish to target* '''Which body part ''' of the targeted creature you want to hit
** If you do not know what body parts you can target, you can refer to the wiki's individual creature page about it, or ask the Game Master to let you know what you can aim at.
* Any other details that may be important (such as the use of certain accessories, if their use requires declaring an action)
Although it seems like a lot of information, you can condense all of the necessary information in a single, easily readable sentence.
** Kaz describes his intent to attack the beast as such: "I'm going to shoot the baby dragon in the chest with my MP5. Full-auto, long burst."
** Joss describes her intent as such: "I'll try to smack the baby dragon in the head with my Cx4. 8 shots."
 
=== Accuracy resolution ===
 
When resolving a combat action, you must make '''attack rolls''', one for each shot fired or attacks attempted. An attack roll is a '''2d6'''. Your accuracy (what transforms each dice score into misses or hits) is determined by your [[Accuracy]] statistics: Failure Threshold (FT) and Inaccuracy Range (IR). Any modifiers to these stats must be taken in account; your [[Skills|skill level]], your [[weapon accessories]], any active [[effects]], and if applicable, the effects of [[Recoil]].
 
{| class="wikitable" style="font-size:9pt; text-align:center" width="800"
|-
| '''Attack roll result''' || '''What happens''' || '''Effects'''
|-
| '''12''' || Critical hit || Treated as a hit. Roll '''&critwin''' to determine additional effects.
|-
| '''> (FT + IR)''' || Hit || Attack hits the target as intended.
|-
| '''> FT, but < (FT + IR)''' || Inaccurate hit || Attack hits the target, but at reduced effectiveness. '''0.7x''' [[Pain]] and [[Limb Damage]].
|-
| '''< FT''' || Miss || Attack misses entirely, dealing no damage to the target
|-
| '''2''' || Critical failure || Treated as a miss. Roll '''&critfail''' to determine additional effects.
|}
 
Without any modifiers, the default Failure Threshold is 6, and the default Inaccuracy Range is 2. At these default levels, rolling 9, 10 or 11 will result in a hit; rolling 7 or 8 will result in an inaccurate hit, and rolling 3, 4, 5 or 6 will result in a miss.
 
=== Damage resolution ===
 
Once the amount of hits and inaccurate hits has been determined, the Game Master may determine the amount of damage dealt to the target, using this checking order:
 
* '''1)''' Determine the amount of [[Pain]] dealt.
* '''2)''' Determine the amount of [[Limb damage]] dealt.
* '''3)''' Determine the amount and type of any [[Injuries]] inflicted.
* '''4)''' Resolve any special effects, if applicable.
 
The checking order as it is provided exists to encourage prompt resolution of combat. Don't do the full order if you can already tell the creature is dead before the checking order is finished. For instance, if you can tell that the creature is dead just from Pain, there is no need for the GM to check for limb damage or injuries, and so on.
 
Of course, if you would find it more enjoyable to crunch the full numbers for every fight and every creature, feel free to do so, just make sure to check with your players if they don't mind.
= Battlespace =
''"Battlespace" redirects here.''
[[File:Battlespace.jpg|thumb|right|The four quadrants Sides of the battlespace.]]
The '''battlespace''' is the term given to the global area in which every covering the current room, and is meant to determine the location of each creature, object, and piece of furniture (including pieces of [[Cover]] is located ) when in Combat mode. It is of little importance when in Normal mode, though the location of everything in the room may still be requested to the GM, particularly if you are planning or preparing for a fight.
The battlespace is divided into four quadrants called '''Sides''', as shown in the picture to the right. They can be named after their numbers ('''Side 1''' through '''Side 4''') when in the Uncivilized Area, or after cardinal directions ('''South Side''', '''North Side''', '''East Side''', '''West Side''') when in a Civilized Area.
When Combat mode begins, the Game Master must announce the location of every player character, every other creature, every object, and every piece of furniture in the room. The presence and location of [[Cover]] must be requested before it can be used - see the relevant page for details on how Cover and stealth works.
Battlespace location is also used to determine weapon range. All attacks may either be '''Ranged''' or '''Melee'''. Ranged attacks may be used against creatures in any Side of the battlespace, with the caveat that cover can be used to guard against ranged attacks. Melee attacks render Cover useless, but requires the attacker and the target to be on the same Side. If an attacker intending to use a Melee attack isn't starting the turn on the same Side as their target, they will move into their target's Side as part of their action.
A particular subset of weapons use Battlespace positioning Melee attacks render Cover useless, but requires the attacker and movement in order the target to be used; these weapons are ''planted explosives'' (all of which are [[Class 4 weapons]])on the same Side. For further details If an attacker intending to use a Melee attack isn't starting the turn on how they function, see [[Explosives]], or the relevant individual weapon pagessame Side as their target, they will move into their target's Side as part of their action.
=== Non-combat movement === One kind of non-combat action that can be performed in Combat mode is '''non-combat movement''', or in other words, moving from a Side to another Side without doing anything else, and not as part of another action Planted explosives (such as moving into a target's Side as part all of a melee attack, for examplewhich are [[Class 4 weapons]]). Performing are a non-combat movement allows for no special case; they cannot be used directly to perform attacks normally like with other actions weapons, instead requiring to be performed placed in the same turnBattlespace and meet certain conditions in order to detonate. This action has no other specific requirementsFor further details on how they function, see [[Explosives]], and always succeedsor the relevant individual weapon pages.
[[Category: Game mechanics]]