Changes

Jump to: navigation, search

Combat mode

73 bytes added, 22:54, 25 January 2020
Undo revision 7683 by [[Special:Contributions/Tempest|Tempest]] ([[User talk:Tempest|talk]])
}}
{{UnderConstruction|users=Tempest|flavortext=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 parties. 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 =
'''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 ==
* '''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|Battlespace]]
* '''Using an item in the inventory''': See [[Inventory management]] 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 ====
However, always remember that YOU too, can be downed and rendered helpless, and at the mercy of another creature; and they may not all be inclined to let you live!
 
= Declaring actions =
=== Accuracy resolution ===
When resolving a combat action, you must roll an amount of make '''2d6attack rolls'''s equal to the amount of shots , 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"
|-
| '''2d6 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
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:
* First, determine '''1)''' Determine the amount of [[Pain]] dealt.* Next, determine '''2)''' Determine the amount of [[Limb damage]] dealt.* Afterwards, determine '''3)''' Determine the amount and type of any [[Injuries]] inflicted.* Lastly, resolve '''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.