Difference between revisions of "Combat Mechanics"

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<p>The combat mechanics of World of Darkness, as written, leave much to be desired.  Combat is clunky, involves a ton of dice rolling, and is very damage/kill focused.  In the real world, violent confrontations can end in any number of ways beyond one party killing or beating the other into unconsciousness.  ''From The Ashes: Detroit By Night'' uses the following conventions, instead.  We believe that these alternate rules give players legitimate alternatives to lethal force as a means to emerge victorious from a conflict (without removing lethal force as a legitimate option).</p>
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<p>This system also abstracts combat (in particular hand-to-hand, or claw-to-fang engagements) away from the blow-by-blow, where every punch, parry, bob, and weave gets its own dice roll into a contested dice roll between combatants meant to reflect a longer period of time.  The reality of a fist fight is that many dozens of punches may be thrown in a very short time, but in the end the results will boil down to a chaotic mix of skill, good fortune, and comparative grit.</p>
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<p>''These rules are new, should be considered to be 'in beta' and as with anything on'' From The Ashes: Detroit by Night'', players may feel free to agree to resolve things per RAW or whatever other system all participants in the scene agree to.''</p>
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<p>'''THIS PAGE IS NOT COMPLETE AT THIS TIME'''</p>
<center>'''How to Combat'''<br>
 
<font size="2">'''(Based on World of Darkness 20th Ani Edition)'''</font></center><br>
 
The following guide was developed as a house rules modification of the World of Darkness combat mechanics. It is intended to provide players and STs with more flexibility in telling stories that involve violent conflict, as well as to streamline the combat process itself to make timestops resolve more quickly. These rules should be considered to be 'in beta' and as with everything on From The Ashes: Detroit by Night, all participants in a scene may agree to adopt alternatives, revert to 20th Ani Edition RAW, or whatever else best facilitates their particular stories.  THIS DOCUMENT IS A WORK IN PROGRESS AND INCOMPLETE.
 
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1. Pre-Combat: Surprise
 
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* a) Definition - To achieve a true surprise, targets must not be able to perceive the attacker or attack (until it is too late to avoid or mitigate, the requirements for this vary by attack). It is up to the storyteller to determine if one party has attained surprise over another.
 
* i) * If there is a surprise round, all parties with surprise may make a single, uncontested attack against a surprised target of their choice. Rage, Celerity, Time Magick, Wayfare, and other means to grant additional actions may not apply to the surprise round.  The surprise round happens out of initiative order and all attacks should be considered simultaneous (do not make any rolls for results of the actions until all actions have been declared), surprise round actions, once declared, may not be aborted.
 
* ii) * (MOVE THIS) Targeting: Aiming for a specific location incurs an added difficulty, but can bypass armor or cover, or can result in an increased damage effect. The Storyteller should consider special results beyond a simple increase in damage, depending on the attack and the target.
 
  
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=Basics: How To Combat=
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This section covers the fundamentals of resolving combat scenes in WoD. If you're new to WoD, running combat scenes, or just like going back to basics read this section carefully, first.  If you're familiar with WoD combat systems in general, you can skim here.
! scope="col"|Size
 
! scope="col"|Difficulty
 
! scope="col"|Damage
 
  
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==Structure of a Combat Round==
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<p>A combat in World of Darkness, and by extension ''From The Ashes: Detroit By Night'', is broken down into Combat Rounds which represent fifteen seconds of in-character time passing.  Because of the nature of World of Darkness' various supernatural powers, Combat Rounds are broken down into Phases.  Phases are then broken down into individual characters' actions.</p>
| (limb, briefcase)
 
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| No modifier
 
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| Small
 
| (hand, head, cellphone)
 
| +2
 
| +1
 
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| Precise
 
| (eye, heart, lock)
 
| +3
 
| +2
 
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<p>'''Initiative:''' At the start of each Combat Round, players roll a single D10 to which is added the sum of their Wits and Dexterity scores.  In ''From The Ashes: Detroit By Night'' this is handled automatically by the ''+init'' command. Initiative represents a combination of a character's mental presence and awareness of the current conflict as well as their ability to swiftly act upon opportunities that present themselvesTies in initiative are resolved by comparing the non-rolled component (usually Wits+Dexterity, but sometimes other bonuses apply), with the highest non-rolled component being considered to have scored higherIn the case that these are also tied, combatants should declare simultaneously (via paging the storyteller, rather than out-loud) and the ST will declare for both of them at once. Their actions resolve simultaneously as well.</p>
!
 
2. Stage One: Initiative
 
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* a) Initiative - Initiative Dice Pool is equal to 1D10 + Dexterity + Wits = Total
 
* i) Willpower - Declare any willpower points to be spent on Initiative.
 
* ii) Roll Initiative Dice Pool at difficulty 4 and determine successes.
 
* b) Prepare all Actions - Decide on all actions to be taken during the next roundThe Storyteller may ask players to declare all actions to be taken in the round.
 
* i) “Pumping” - Vampires and Ghouls spend Blood Points for statistic “pumping”.
 
* ii) Multiple Actions - All characters declare number of actions to be taken during the roundVampires, Ghouls, Werewolves spend Blood or Rage for extra actions. Otherwise the player declares the total number of actions he wishes his character to attempt and determines which of those dice pools is the least amount of dice. He may then allocate that number dice among the actions as he sees fit. <br><br>'''Example: The Character wishes to attack three combatants with his knife. Dexterity + Melee vs. 6 (Dexterity 4, Melee 5, Total 9). The Character has 9 dice to divide between three actions: 3 per action would be the logical conclusion.''' <br><br>
 
* iii) Free Declarations - The amount of movement and a limited amount of speech do not have to be declared but can only be performed at a character’s place in the Initiative Order.
 
  
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===Phase Structure===
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<p>Characters declare their intended actions beginning with the lowest initiative and moving progressively higher until finally the highest initiative declares last (and thus benefits from knowing what all other actions happening in the combat are)Actions are, however, resolved in the reverse order.  Higher initiative characters will be able to interrupt, obsolete, or obviate earlier actions declared in the round.  A character who's action is no longer viable or possible may attempt to salvage their action by '''aborting''' to another action. See the aborting section in ''Permutations'' below.</p>
3. Stage Two: Attack
 
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* a) Determine Initiative Order - Character with highest Initiative will have the opportunity to perform his actions firstCharacter with the next highest Initiative is next in line, and so on.
 
* b) Perform Actions - Characters perform actions in Initiative Order until all characters have completed or held their 1st action. Afterwards, all 2nd actions are performed or held, then all 3rd actions, etc.<br><br>
 
  
* • For unarmed close-combat attacks, roll Dexterity + Brawl.
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<p>Every Combat Round has, at a minimum, a Main Phase which proceeds as described above. The Main Phase happens first, after initiative has been rolled. The presence of characters who are entitled to additional actions (Vampires, through Celerity; Werewolves, through the expenditure of Rage; Mages through a variety of means, usually Time magick; and Changelings through the Quicksilver cantrip), called ''Haste Actions'', triggers additional phases called Haste 1, Haste 2, Haste 3, etc. until all participants have used their Haste Actions.  In any given Haste Phase, only those characters with actions to spend may be pro-active, characters without Haste actions may only react to attacks made upon them. Consider the following example:</p>
* • For armed close-combat attacks, roll Dexterity + Melee.
 
* • For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
 
* • A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).<br><br>
 
  
* i) Holding - Characters with higher Initiatives may hold some or all of their actions until later in the roundHowever, any actions not used by the end of the round are lost.
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<p>''Jane, Frank, Teddy, and Paulo engage in a combat.  On the initiative roll, Jane scores a 17, Frank a 9, Teddy an 11, and Paulo a 19They declare actions in the order of Frank, Teddy, Jane, Paulo.  Actions are resolved in the order of Paulo's, Jane's, Teddy's, and finally Frank's. Frank, as part of his declaration, announces that he has a Time Magick effect that gives him a Haste Action so Teddy, a Ghural, announces he will spend two Rage points for additional haste actions.''</p>
* ii) Movement - Portions of movement, may take place anytime the character attempts to perform an action or is allowed to by the STAll movement must be used by the time the character’s last action for the round is performed or it is lost.<br><br>
 
* a) Walk – 7 yards/meters per turn.
 
* b) Jog – 12 + Dexterity yards/meters per turn.
 
* c) Run – 20 + 3 x Dexterity yards/meters per turn.
 
* d) Injuries affect speed (p. 216)
 
* e) May move up to ½ max running speed and then perform an action.
 
* f) Move while acting – Each yard/meter moved is -1 to dice pool<br><br>
 
* iii) Defensive Actions – Characters may choose to defend and attack or fully defend.
 
* a) Defensive actions may be used or aborted to as long as at least one action is left. Each defensive action is useful against a single attack.<br><br>
 
* • Block: A Dexterity + Brawl maneuver using your character’s own body to deflect a hand-to-hand bashing attack. Lethal and aggravated attacks cannot be blocked unless the defender has Fortitude or is wearing armor.
 
* • Dodge: A Dexterity + Athletics maneuver useful for avoiding attacks of all types. Your character bobs and weaves to avoid Melee or Brawl attacks (if there’s no room to maneuver, she must block or parry instead). In gunfights, your character moves at least one yard/meter and ends up behind cover (if there’s no room to maneuver or no cover available, she can drop to the ground). If your character remains under cover or prone, cover rules apply against further Firearms attacks (see “Cover,” p. 278).
 
* • Parry: A Dexterity + Melee maneuver using a weapon to block a Brawl or Melee attack. If a character makes a Brawl attack and the defender parries with a weapon that normally causes lethal damage, the attacker can actually be hurt by a successful parry. If the defender rolls more successes than the attacker does in the resisted action, the defender rolls the weapon’s base damage plus the parry’s extra successes as a damage dice pool against the attacker.<br><br>
 
  
* b) Defensive actions are effective only against actions which take place after the defender’s place in the Initiative Order for 1st actions (I.E. if another character was higher in Initiative Order, the defensive action would be useless against this person’s 1st attack).
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<p>''As a result, this Combat Round will have a Main Phase with the order described above, followed by the Haste 1 Phase, which will feature only Frank and Teddy, with frank Declaring first, and Teddy resolving first. This will, in turn, be followed by the Haste 2 Phase, during which, only Teddy is entitled to act, he declares and resolves in the same goAfter this, a new Combat Round begins, starting with a new initiative roll.''</p>
* iv) Aborting - Characters may abort to defensive actions (block, dodge, parry) at any time before his last action is performedThis requires a willpower roll at difficulty 6 or the expenditure of a willpower point. If the Willpower roll fails, your character must carry out the action that you declared originally.<br><br>
 
  
* '''''Characters should pose the attempt of their action NOT the outcome.'''''<br><br>
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===
 
 
|-
 
!
 
4. Stage Three:  Resolution
 
|-
 
|
 
* a)  Determine total damage effect (weapon type or maneuver if applicable), adding any extra dice gained from successes on the attack roll.
 
* • Targets may attempt to soak damage, if possible (after subtracting armor if applicable). Soak rolls are made versus difficulty 6.
 
 
 
|-
 
!
 
5. End of Round
 
|-
 
|
 
* a)  Characters fall, go unconscious, enter into torpor, or die if appropriate.  Werewolves roll to attempt to regain Rage.<br><br>
 
* '''''Characters should pose the the outcome of actions made against them taking into account damage suffered if applicable. In certain situation the ST may allow the Character attempting the action to pose the result.'''''<br><br>
 
 
 
|-
 
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== Close Combat Maneuvers Table==
 
 
 
 
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
! scope="col"|Maneuver
 
! scope="col"|Trait
 
! scope="col"|Accuracy
 
! scope="col"|Difficulty
 
! scope="col"|Damage
 
 
 
|-
 
| Bite
 
| Dex + Brawl
 
| +1
 
| Normal
 
| Str +1 (A)
 
|-
 
| Block
 
| Dex + Brawl
 
| Special
 
| Normal
 
| None (R)
 
|-
 
| Claw
 
| Dex + Brawl
 
| Normal
 
| Normal
 
| Str +1 (A)
 
|-
 
| Clinch
 
| Str + Brawl
 
| Normal
 
| Normal
 
| Str (C)
 
|-
 
| Disarm
 
| Dex + Melee
 
| Normal
 
| +1
 
| Special
 
|-
 
| Dodge
 
| Dex + Athletics
 
| Special
 
| Normal
 
| None (R)
 
|-
 
| Hold
 
| Str + Brawl
 
| Normal
 
| Normal
 
| None (C)
 
|-
 
| Kick
 
| Dex + Brawl
 
| Normal
 
| +1
 
| Str +1
 
|-
 
| Parry
 
| Dex + Melee
 
| Special
 
| Normal
 
| None (R)
 
|-
 
| Strike
 
| Dex + Brawl
 
| Normal
 
| Normal
 
| Str
 
|-
 
| Sweep
 
| Dex + Brawl/Melee
 
| Normal
 
| +1
 
| Str (K)
 
|-
 
| Tackle
 
| Str + Brawl
 
| Normal
 
| +1
 
| Str +1 (K)
 
|-
 
| Weapon Strike
 
| Dex + Melee
 
| Normal
 
| Normal
 
| Weapon
 
|}
 
 
 
 
 
* (A): The maneuver inflicts aggravated damage.
 
* (C): The maneuver carries over on successive turns.
 
* (K): The maneuver causes knockdown.
 
* (R): The maneuver reduces an opponent’s attack successes.
 
 
 
 
 
 
 
 
 
== Ranged Combat Maneuvers Table ==
 
 
 
 
 
{| align="center" border="2" cellpadding="2" cellspacing="2" style="width: 800px"
 
! scope="col"|Maneuver
 
! scope="col"|Trait
 
! scope="col"|Accuracy
 
! scope="col"|Difficulty
 
! scope="col"|Damage
 
 
 
|-
 
| Automatic Fire
 
| Dex + Firearms
 
| +10
 
| +2
 
| Special
 
|-
 
| Multiple Shots
 
| Dex + Firearms
 
| Special
 
| Normal
 
| Weapon
 
|-
 
| Strafing
 
| Dex + Firearms
 
| +10
 
| +2
 
| Special
 
|-
 
| 3-Round Burst
 
| Dex + Firearms
 
| +2
 
| +1
 
| Weapon
 
|-
 
| Two Weapons
 
| Dex + Firearms
 
| Normal
 
| +1/off-hand
 
| Weapon
 
|}
 

Revision as of 20:30, 23 November 2014

The combat mechanics of World of Darkness, as written, leave much to be desired. Combat is clunky, involves a ton of dice rolling, and is very damage/kill focused. In the real world, violent confrontations can end in any number of ways beyond one party killing or beating the other into unconsciousness. From The Ashes: Detroit By Night uses the following conventions, instead. We believe that these alternate rules give players legitimate alternatives to lethal force as a means to emerge victorious from a conflict (without removing lethal force as a legitimate option).

This system also abstracts combat (in particular hand-to-hand, or claw-to-fang engagements) away from the blow-by-blow, where every punch, parry, bob, and weave gets its own dice roll into a contested dice roll between combatants meant to reflect a longer period of time. The reality of a fist fight is that many dozens of punches may be thrown in a very short time, but in the end the results will boil down to a chaotic mix of skill, good fortune, and comparative grit.

These rules are new, should be considered to be 'in beta' and as with anything on From The Ashes: Detroit by Night, players may feel free to agree to resolve things per RAW or whatever other system all participants in the scene agree to.

THIS PAGE IS NOT COMPLETE AT THIS TIME

Basics: How To Combat

This section covers the fundamentals of resolving combat scenes in WoD. If you're new to WoD, running combat scenes, or just like going back to basics read this section carefully, first. If you're familiar with WoD combat systems in general, you can skim here.

Structure of a Combat Round

A combat in World of Darkness, and by extension From The Ashes: Detroit By Night, is broken down into Combat Rounds which represent fifteen seconds of in-character time passing. Because of the nature of World of Darkness' various supernatural powers, Combat Rounds are broken down into Phases. Phases are then broken down into individual characters' actions.

Initiative: At the start of each Combat Round, players roll a single D10 to which is added the sum of their Wits and Dexterity scores. In From The Ashes: Detroit By Night this is handled automatically by the +init command. Initiative represents a combination of a character's mental presence and awareness of the current conflict as well as their ability to swiftly act upon opportunities that present themselves. Ties in initiative are resolved by comparing the non-rolled component (usually Wits+Dexterity, but sometimes other bonuses apply), with the highest non-rolled component being considered to have scored higher. In the case that these are also tied, combatants should declare simultaneously (via paging the storyteller, rather than out-loud) and the ST will declare for both of them at once. Their actions resolve simultaneously as well.

Phase Structure

Characters declare their intended actions beginning with the lowest initiative and moving progressively higher until finally the highest initiative declares last (and thus benefits from knowing what all other actions happening in the combat are). Actions are, however, resolved in the reverse order. Higher initiative characters will be able to interrupt, obsolete, or obviate earlier actions declared in the round. A character who's action is no longer viable or possible may attempt to salvage their action by aborting to another action. See the aborting section in Permutations below.

Every Combat Round has, at a minimum, a Main Phase which proceeds as described above. The Main Phase happens first, after initiative has been rolled. The presence of characters who are entitled to additional actions (Vampires, through Celerity; Werewolves, through the expenditure of Rage; Mages through a variety of means, usually Time magick; and Changelings through the Quicksilver cantrip), called Haste Actions, triggers additional phases called Haste 1, Haste 2, Haste 3, etc. until all participants have used their Haste Actions. In any given Haste Phase, only those characters with actions to spend may be pro-active, characters without Haste actions may only react to attacks made upon them. Consider the following example:

Jane, Frank, Teddy, and Paulo engage in a combat. On the initiative roll, Jane scores a 17, Frank a 9, Teddy an 11, and Paulo a 19. They declare actions in the order of Frank, Teddy, Jane, Paulo. Actions are resolved in the order of Paulo's, Jane's, Teddy's, and finally Frank's. Frank, as part of his declaration, announces that he has a Time Magick effect that gives him a Haste Action so Teddy, a Ghural, announces he will spend two Rage points for additional haste actions.

As a result, this Combat Round will have a Main Phase with the order described above, followed by the Haste 1 Phase, which will feature only Frank and Teddy, with frank Declaring first, and Teddy resolving first. This will, in turn, be followed by the Haste 2 Phase, during which, only Teddy is entitled to act, he declares and resolves in the same go. After this, a new Combat Round begins, starting with a new initiative roll.

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