The following warnings occurred:
Warning [2] Undefined variable $search_thread - Line: 60 - File: showthread.php(1617) : eval()'d code PHP 8.1.27 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php(1617) : eval()'d code 60 errorHandler->error_callback
/showthread.php 1617 eval
Warning [2] Undefined variable $forumjump - Line: 89 - File: showthread.php(1617) : eval()'d code PHP 8.1.27 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/showthread.php(1617) : eval()'d code 89 errorHandler->error_callback
/showthread.php 1617 eval




Brutality 101: The Art of WAR-craft.
#1
Brutality 101
The art of WAR-craft
-----------------------------------

Combat within a heavy fantasy setting such as Warcraft is actually very bloody, and versatile, certain aspects can be overlooked easily, but this can be easily fixed as well with a simple, but well built rule set that may be used by players if they wish. This is a system meant for combat within the game utilizing rolls.

The first thing that you need to notice about combat is that,
It is not just deadly, it doesn't even need to be.
It is scarring.

It is simple; in any large combat situation, not a one on one fight but numerous warriors having at it, maiming occurs much more often than killing. This means at the end of battle, fatigued winners will often leave to lick their wounds, leaving the near dead foes laying in the mud. These wounded characters suffer from CRITICAL CONDITIONS; and will be touched on later.
----------------------------------------------------------
First, the primary statistics should be covered.
Strength- Physical might, the ability to deal more damage in melee
Toughness- Physical body, the ability to absorb damage, gives wounds
Initiative-Physical and mental ability to act quickly by being ahead
Will: The measure of mental forcefulness of the character
Weapon Skill-Measured with different weapons, the ability to fight with them
Defense Skill- Ability to parry, dodge, and the like in combat
Magic- The power of spells

Each statistic has a place with a character in combat and even in other things, like being affected by traps, falling and the like.
Statistics are “purchased” so to speak by the play using attribute points.
And keep in mind all characters must have at least 1 point in each category, except spells if you have no magical affinity.
“Purchasing” these statistics is explained below.

The system is pretty open, attribute points are very flexible, this system relies on realistic character write ups.
------------------------------------------
Each statistic does the following, each point you have gives a bonus +5 to the roll.
So stats will stay moderately low.
(Toughness gives your character two wound points per point.)

WS will be rolled with attacks, and magic, against DS (and sometimes magic as well)

Will is added to rolls that include morale, fear, and other mind affecting abilities.

Initiative is rolled at the start of combat and determines the order of actions of characters.

Keep in mind that WS is picked for types of weapons, blades, heavy blades, polearms, bows, guns, crossbows, blunt, heavy blunt, axes, heavy axes, throwing and even shields and siege weapons.

DS includes armor, blocking, dodging, and the like.

Magic is applied when casting spells effectively, or ineffectively.

Strength for each two points gives bonus point of damage when you hit in melee, ranged hits always deal one point of damage unless they crit. (And guns always deal two points and a crit deals four with them.)
------------------------------------------------------
When your character hits zero wounds/hit points they are unconscious and if they go to -1 they start to bleed out.
A character may bleed to a number equal to their toughness score and will sore divided by two. (Undead and constructs die instantly when they hit 0 wounds/hit points)

When a character begins to bleed out they are considered helpless and must remain where they fell unless moved by an outside force.
But you may make a roll with your toughness or will, whichever is higher, and if you roll 60 or higher you stabilize at 0 HP.

A character or enemy may attempt to coup de grace your character though, but this attempt only has a 30% chance to kill you, the other 70% leaves you maimed, which is called CRITICAL CONDITION.
The, coup de grace will be rolled normally with no bonuses or negatives, and if the roll is 70 or higher the character is killed.

Your character while suffering from a maiming will be unable to fight or do most things for almost two weeks generally without magical healing. Lay on Hands, a paladin spell, will instantly recover a maimed character. While basic healing spells over a course of three to five days will as well.
A character may only be maimed though a number of times equal to their toughness and will scores put to together due to the mental and physical needs to recover from being maimed.

Sometimes though characters may recover these points, but on rare occasions, one example is druidic hibernation, a druid that was maimed twice back in the War of the Shifting Sands could of gone through hibernation to the current age and recover his points because he had the time to mentally and physically recover the grievous affects of maiming.

-----------------------------------
TO BE CONTINUED
[Image: lich_king_signature_by_wyrx-d3jo9rm.png]
Reply
#2
You might want to add just what exactly the topic is about. It seems to be a guide of some sort to a made up new system for roll fights, but other than "but this can be easily fixed as well with a simple, but well built rule set that may be used by players if they wish." you don't really mention what this is for. There are already simple ways of solving a fight with RP skills.
Reply
#3
Yeah, this is a roll system addition.
I will edit that in real quick like.
[Image: lich_king_signature_by_wyrx-d3jo9rm.png]
Reply




Users browsing this thread: 1 Guest(s)