Difference between revisions of "Evading"

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* Anna has Basic level in Evading, restricting her max attacks per turn to 1 during a Counter. She opts to try and [[kick]] her opponent in the nuts, attacking a [[Limb groups|WEAK POINT]]. Despite the fact it imparts a [[FT]] +2 penalty, there aren't many other options available, and she hopes to deal a lot of damage this way.
 
* Anna has Basic level in Evading, restricting her max attacks per turn to 1 during a Counter. She opts to try and [[kick]] her opponent in the nuts, attacking a [[Limb groups|WEAK POINT]]. Despite the fact it imparts a [[FT]] +2 penalty, there aren't many other options available, and she hopes to deal a lot of damage this way.
 
* Anna makes her attack roll and is fortunate enough to roll a '''12''': critical hit! She has 110% Strength, and rolling '''[[Tsuchinoko (bot)|&crithit]]''' gives 1.5x damage - her kick's power was multiplied, in total, by 3.3 (x1.1 from Strength, x2 from aiming at a weak point, x1.5 as a critical hit bonus). The Marauder, who wears [[List of human clothing and armor|cargo pants]], receives a total of '''76% [[Pain]]''' (23 x 1.1 x 1.5 x 2, rounded). The limb damage check for a kick is 1d8-1; the GM rolls 4, multiplies by 3.3 then rounds to nearest, obtaining a total of '''13 damage to the hips'''. The marauder is screaming in agony and will probably need medical attention... he is still alive, however, and Anna intends to see the fight through to the end.
 
* Anna makes her attack roll and is fortunate enough to roll a '''12''': critical hit! She has 110% Strength, and rolling '''[[Tsuchinoko (bot)|&crithit]]''' gives 1.5x damage - her kick's power was multiplied, in total, by 3.3 (x1.1 from Strength, x2 from aiming at a weak point, x1.5 as a critical hit bonus). The Marauder, who wears [[List of human clothing and armor|cargo pants]], receives a total of '''76% [[Pain]]''' (23 x 1.1 x 1.5 x 2, rounded). The limb damage check for a kick is 1d8-1; the GM rolls 4, multiplies by 3.3 then rounds to nearest, obtaining a total of '''13 damage to the hips'''. The marauder is screaming in agony and will probably need medical attention... he is still alive, however, and Anna intends to see the fight through to the end.
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= Evading skill levels =
 
= Evading skill levels =

Revision as of 03:02, 19 February 2020

Navigation: Main Page Game mechanics Skills Evading




Evading (or Evasion) is the name of a non-combat skill, representing a character's ability to make evasive moves, including parrying and counter-attacks.

Requirements

There are no specific requirements to practice the Evading skill; any creature can perform evading abilities.


Evading abilities

The Evading skill covers two abilities: Dodge, and Counter, all covered in the sections below.

Dodge

A character may attempt performing Dodge (or Dodging) as a non-combat action for the turn. Dodge implies the use of evasive manuvers to avoid being hit by incoming attacks, or parrying manuvers to stop them from dealing any damage. In practice, the game considers that there is no difference between dodging and parrying.

A character attempting to Dodge must "target" an enemy creature, in order to try and dodge any incoming attacks coming from that enemy for the turn. Dodge works against both melee and ranged attacks.

If a character attempting Dodge has correctly guessed that their target enemy is going to attack them, then Dodge checks are resolved during the enemy's turn:

  • Combat checks are resolved normally, until the amount of hits and misses has been counted.
  • Before resolving damage, the dodging character makes a certain amount of Dodge checks; the quantity depends on skill level. A Dodge check is 2d6+Agi. Critical success occurs on a 12, success between 7 and 11, and failure between 2 and 6.
    • A critical success can be spent to transform any of the enemy's hits (even a critical hit), into a miss.
    • A success can be spent to lower an enemy's hit by one tier; it will transform a critical hit into a regular hit, a hit into an inaccurate hit, and an inaccurate hit into a miss. Multiple successes can be stacked together onto the same enemy attack to reduce it by multiple tiers; e.g. spending 2 successful Dodge checks onto a hit to reduce it into a miss.
    • Failures have no effect.
  • After resolving Dodge checks and cancelled hits, the total amount of hits and misses is adjusted, and the rest of the turn can be resolved normally.
  • Bonus: If at least one success occurred, the dodging character is allowed to make a non-combat movement to another Side of the Battlespace before the turn ends, for free.

Example: Anna has Basic level in Evading and an Agility of +1. She is in Side 1, and about to enter a fight with a marauder armed with an MP5K located in Side 2. However, she has no suitable weapons to deal with him, and unluckily, she cannot take cover as there is none on her Side. He is about to open fire on him, so she prepares to Dodge his incoming fire.

  • Turn order is as follows: Anna (Dodge, IS 0), Marauder (Attack Anna with MP5K, IS 5)
  • Anna prepares to Dodge and targets the Marauder. Being the only enemy in the room, the guess is automatically correct, so she will get to make Dodge checks.
  • The Marauder opens fire with his MP5K, firing in full-auto at Anna's chest. The GM opts to make him fire a short burst, so they roll 1d8 and gets 6; the Marauder will fire 6 rounds.
  • The GM makes the attack rolls for those six shots, and gets 6, 6, 8, 11, 5, 7, which translates into 4 misses, 1 inaccurate hit, and 1 hit.
  • Anna now gets to roll her Dodge checks. At her skill level, she is allowed to roll three, and since she has Agi +1, she gets to roll 2d6+1 three times. She gets 7, 7, 10. That is three successes! She spends one of them to reduce the inaccurate hit into a miss, and the remaining two are spent on the hit, reducing it into another miss.
  • Thanks to her quick reflexes (and a little bit of luck), Anna was able to dodge an entire string of fire and avoid being struck by two bullets. The turn now ends and Anna is unscathed for now, but the Marauder still has 24 rounds to go... She chooses to use her bonus non-combat movement in order to jump into the Marauder's Side, on Side 2.

Counter

A Counter (or counter-attack) is a move that can be performed if certain conditions are met.

To be eligible to perform a Counter, your character must:

  • Have successfully performed a Dodge, without using the bonus non-combat movement
  • Have a weapon or be able to perform some kind of attack; and if melee, you must already be on the same Side as your opponent

If you meet these requirements, you must signal your intention to perform a Counter.

A Counter can be performed with any weapon or any attack that is not considered an ability or technique, excluding natural attacks; however, on top of any limits placed by ammunition or maximum attacks per turn, there is a limit on the amount of hits allowed during a Counter, which depends on your Evading skill level. Whichever is the smallest maximum attacks per turn is the one that applies for your character.

Example: Anna is now on the second turn of her fight against the marauder, and the two are now on the same side. The marauder makes another attempt at firing a burst at Anna, and Anna once again prepares to Dodge. He fires seven rounds, rolls 2 inaccurate hits; Anna rolls 3 successes, and spends 2 to turn them into misses. She successfully Dodged, and is now eligible for a Counter.

  • Anna has nothing but her fists and feet - this is the reason why she dodged and rolled into her enemy's Side in the previous turn.
  • Anna has Basic level in Evading, restricting her max attacks per turn to 1 during a Counter. She opts to try and kick her opponent in the nuts, attacking a WEAK POINT. Despite the fact it imparts a FT +2 penalty, there aren't many other options available, and she hopes to deal a lot of damage this way.
  • Anna makes her attack roll and is fortunate enough to roll a 12: critical hit! She has 110% Strength, and rolling &crithit gives 1.5x damage - her kick's power was multiplied, in total, by 3.3 (x1.1 from Strength, x2 from aiming at a weak point, x1.5 as a critical hit bonus). The Marauder, who wears cargo pants, receives a total of 76% Pain (23 x 1.1 x 1.5 x 2, rounded). The limb damage check for a kick is 1d8-1; the GM rolls 4, multiplies by 3.3 then rounds to nearest, obtaining a total of 13 damage to the hips. The marauder is screaming in agony and will probably need medical attention... he is still alive, however, and Anna intends to see the fight through to the end.


Evading skill levels

Skill Points are granted at varying rates:

  • 1 Skill Point for every turn in which a Dodge was performed with at least one success.
  • 2 Skill Points for every turn in which a Counter was successfully performed.
Skill level SP Effects
Unskilled 0 Max 2 Dodge checks per turn. Max 1 attack during a Counter.
Basic 10 Max 3 Dodge checks per turn. Max 1 attack during a Counter.
Skilled 50 Max 4 Dodge checks per turn. Max 2 attacks during a Counter.
Expert 100 Max 5 Dodge checks per turn. Max 2 attacks during a Counter.
Master 200 Max 6 Dodge checks per turn. Max 3 attacks during a Counter.