In the dark maw of the entrance through which the jadd has just left
sparkling, variegated magic lights, something hidden praising the magic of a fairground show. Sparks flew, tiny nightmares flared; a slight tingle ran through the spectators' bodies and the hair on the back of their necks stood on end. Somewhere in the darkness of the corridor the horns of the thundering brass blew a crackling fanfare, and hard-packed, horse-skinned clubs danced on the huge kettledrums. Soon the sound of the instruments died away, and a shout of exultation, a percussive
The champion stepping onto the sand-strewn stage.
- Yas-sar! Yas-sar! Yas-sar!
Hi,
Before the next class post I show you how working the combat rules in this system through an example. I made a gladiator contest with the 2 classes.
1. Combat
Yassar is a lvl6 Gladiator, the local champion of the arena.His statistics are the following:
Level: 6
STR: 16 +2
DEX: 14 +1
CON: 13 +1
INT: 10 0
WIS: 12 +1
CHA: 15 +2
Saves: Fortitude: 6, Will.: 3, Reflex: 3
HP: 52
Attack: 6 Melee: 8/3 Ranged: 7/2
Weapon specialization: Bastard Sword, Longsword
Champion of the Arena: The Gladiator can win the sympathy of the crowd and can gain potential spirit. He must make a Perform check against 12 and it needs a whole action, so this action consumes the whole first round. Situational modifiers can be applied, for example if the crowd is hostile the mod is -4, If the roll is successful the Gladiator has +1 to the attack and +1 damage for the current contest.
Fighting style:
Dirty tricks: If the character makes +5/+10 manauver in order to trick the opponent (DM discretion needed) the opposite test difficulty is 1 class lower. So if originally the difficulty mod is +10 the test will be +5 and +5 became +0. Dirty trick affects only once in a combat.
Duel: Against single opponent the Gladiator has +1 damage. If the duel is performed for a audience(20+ people) the character gets additional +1 attack (So the bonus is +1 attack and +1 damage). If the audience is a significant crowd (100+) the Champion of Arena bonus is double.
Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.
Great Weapon Fighting: If the character fighting with a two-handed weapon or wield one-handed with two hands, +1 extra damage taken.
Spec: +2 damage when critical.
Weapon: Bastard sword: Attack: +8/+3 Damage: 1d10+4
AC: 16 (Medium Breast Plate, Dex)
Skills:
Animal Training 7
Perform: 7
Swim: 8
Jump: 7
Drish dun Magrel lvl7 Fighter, the new guy, but expirienced in the battlefield
Statistics:
STR:17 +2
DEX:12 +1
CON:15 +2
INT:11 +0
WIS:13 +1
CHA:7 -1
Saves: Fortitude: 7, Will: 3, Reflex: 3,
HP: 57
Attack: 7 Melee: 9/4 Ranged: 8/3
Fighting styles:
Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.
Shield+Weapon: +1 additional AC if shield wielded.
Specializations: Longsword+4, Longbow +2,
Spec: +2 damage when critical
Weapon:
*Longsword: d8+6
*Longbow: d8+2
Dagger: d4+2
AC: 17(18) (chain shirt, dex, great metal shield)(if shield FS)
Skills:
Climb:9
Jump:9
Spot:8
Heal:8
Swim:8
Hide:4
Sneak:4
Round 1
----------
Both characters rolls init:
Yassar: D20+1=14
Drish: D20+1=11
Yassar won the initiative, in every round he will act first and then Drish will the second.
Yassar's turn:
He is a gladiator, so in the first round he want to use his feat the Champion of Arena. He must roll a prform check against DC12: He rolls 8, +7 perform skill=15. So he succeeded. He has got the following bonuses:
Because of the succesful performance: +1 attack, +1 damage
Because of the duel FS: +1 attack, +1 damage (Because the audience is lower than 100 double CoA bonus is not aplied.)
Sum: +2 attack, +2 damage
Nothing else happend in this turn, the gladiator showed some strength and the people accepted and encourages him.
Drish's turn:
Drish is a Fighter, so he can't wait immediatelly attacks. He choosed longsword+shield combo. Roll=16, Attack sum=25. Success, but not critical. Damage=1d8+6=12.
Second attack: Only 14, unsuccesful.
HP: Yassar: 40, Drish: 52.
Round 2
----------
Yassar:
Yassar feels, that his opponent is skilled and powerful, so he decide that he tries to make a tricky attack. He wants to push up his opponent. It is a +5 test, but Yassar does not suffer penalty, because of dirty trick feat. Opposite attack rolls mus be taken: Yassar: d20+6=12+6=18, Drish: d20+7=1+7=8. The difference is exactly 10, so the DM decides that Drish suffers besides the falling 1d6 extra damage. The roll is 3.
Yassar has another attack: He rolls 1, so it is also unsuccesful. Maybe the success of the +5 manauver is surprised him.
HP: Yassar: 40, Drish: 49.
Drish:
The warrior tries to stand up, he provokes an attack from the gladiator, the attack roll is 13, the damage is 7. Now Drish can attack: Roll=12, Attack sum:21, hit. Damage: 9.
The second attack is unsuccessful again. Roll:8.
HP: Yassar: 31, Drish: 49.
Round 3
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Yassar:
Yassar tries to break his opponent's shield. It is a +10 manauver, but for Yassar is only +5: Roll: 16, Sum: 22. Drish's result is only 15, so the shield is broken.
Yassar makes his second attack and he earns 16, because the fighter's shield is broken it is a succes. The damage is 7.
Drish:
The fighter is angry because of the lost shield and he switches to single-weapon style. (+1 Attack) He rolls, and the first attack result is 27. Oh, its a critical hit! Damage: 11. Double damage is 22!
Second attack is only a normal hit->19, but the damage is 10. Yassar falls to the ground.
Because of the -10 rules Yassar survived the contest, the doctors saved his life, but some scars reminds him to the shame, that he suffered on that day, when a beginner arena fighter won against him.
As you can see the combat is very unpredictible, and a the combat style, the +5/+10 manauvers can change the nature of the combat. And the player creativity can be game changer somtimes besides the rolls.
Thank you for the attention!
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