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Combat
Bell Curve Chart
Condition Summary
Damage Types
Death, Injury and Resurrection
Strength Bonus Chart
Magic
Sample Spar
Since Parthos is a role-playing game, there are many ways that a fight may come about. It may be single combat, simply to provide characters with the opportunity to test their skills one-on-one, it may be a contest between two groups of players, or it may be a group of players against a monster or an NPC (Non-Player Character). Sometimes, two players will call for a “Grudge Match” if they feel they must resolve their differences by combat. Very occasionally a “Duel of Honor” may be called for.Condition Summary
Damage Types
Death, Injury and Resurrection
Strength Bonus Chart
Magic
Sample Spar
In order to understand the pace of combat, it's helpful to keep in mind that each combat round is approximately 6 seconds long. Of course, while playing, the real time is a lot longer, but remember that time when a PGM tells you “you don't have time to bandage yourself and cast a spell.”
Standard Combat System (IM-less)
At the beginning of every combat round, the PGM will call for initiative. When this happens, please indicate in parenthesis what, if any, initiative modifiers you will be using, such as WS, FC, or Cantrip. It will be presumed that no modification is being made if none is stated before you roll your initiative.
Since this system does not require you to IM your move to the GM before hand, you will be required to make it clear in RP or OOC what moves your character is making and at which targets. Any spells cast, items activated, or powers used also need to be stated before rolls are made. Be especially mindful to state spells cast, as the RP and gesturing for these tends to be ambigous. If you forget to state your specific action, or it is unclear in RP, the GM will prompt you for clarification and a reroll.
Alternative Combat System (IM-based)
In certain situations, GMs may use an alternate combat system in which actions are declared via IM at the beginning of the round, before initiative is rolled. This may be used in player-versus-player fights, for example, where players may not want to reveal what their character is doing in advance.
At the beginning of each round, the GM will call for IMs. Each player should send an IM to the GM declaring what actions they are taking that round, including any initiative modifiers such as WS, FC or Cantrip. Players able to take multiple actions through high Speed or Weapon Speed should indicate all their actions, with an asterisk signifying moves to be taken if a character is fast enough.
Though characters have to declare their actions at the beginning of the round in the IM-based combat system, they are able to account for contingencies. For example, a warrior could IM, "Attack the first goblin to target me." A priest could IM, "Cast Wrath of God, unless one of my allies falls unconscious, in which case I will cast Holy Healing." If contingency actions aren't declared in IMs, it's up to the GM to decide whether to accept changes of action, so it's always good to specify alternative moves.
Combat Moves
(Action) (Weapon, Item or spell** used) Target
*(Action)(Weapon, Item or spell** used) Target
(Action)= Which move of those listed below you wish to do.
(Weapon, Item or spell used)= What you are using to do the action.
Target= Who you are targeting with your actions. If you are fighting just one person, you don't need to add this. It's assumed that your target is your opponent. :)
*= Possible additional actions based on high inititive rolls, you must list a seperate action for each action you may have in that round.
** When casting spells, please include the level of the spell.
Example: Cast Pain (Mysticism Level 1), *throw knife
If you wish to attempt an action that is not listed below be prepared for the PGM to say that it is not allowed and explain as explicitly yet with as few words as possible what you are attempting.
- Advance: This allows a player to advance up to 50', in any direction, or towards a specific target. In a typical spar, this is enough to move from missle range to hand to hand combat.
- Retreat The player moves up to 50', in any direction, away from a target. In a typical spar, this is enough to move a character away from hand to hand range and into missile range.
- Use Melee Weapon: This allows the player to attack the opponent from hand to hand range, using a hand to hand weapon. If the opponent is at missile range, this option is not available.
- Use Missile Weapon: This action allows the player to attack using a missile weapon. This option is available only when the opponent is at missile range from you. It is possible to use a missle weapon on a ranged target while an opponent is fighting against you at HtH, but because this is a difficult maneuver, it will incure a CA penalty.
- Change Melee Weapon: If a player is in hand-to-hand range, and wants to switch to a different hand-to-hand weapon, this is counted as a move, and is to be IMed like any other move. Changing from a missile weapon to a hand-to-hand weapon, or vice-versa, does not take a separate move, and is automatically assumed if you are advanced upon.
- Parry: Normally, parries are assumed as part of a player's defense. In a fight, there is a lot of dodging and blocking going on that for the sake of simplicity are not recorded. The players are more than welcome to role play these moves, though. However, in certain situations a player who has the Parry skill may wish to concentrate on the defensive move. Please see the Parry skill for more details on how this move is used.
- Unarmed Combat: This allows a player to attack without a weapon. It is normally used when a player has somehow lost a weapon, as attacking an armed character while unarmed puts the unarmed character at a disadvantage. This option is available only at hand to hand range. Please refer to the Unarmed Combat rules later in this section. Characters with the Martial Arts skill suffer no penalty to CA when attacking an armed character.
- Cast a Spell: This allows a player to cast a spell from his spell book. The player must state in an IM to the PGM what spell he is casting, along with the number of Power Points spent, if applicable to the spell. Please note that in order to cast, the following conditions must be met:
I. The player must be of sufficient level to cast the spell.
II. The player must have the spell list for that spell available to him.
III. The player must have enough Power Points to cast the spell.
II. The player must have the spell list for that spell available to him.
III. The player must have enough Power Points to cast the spell.
Note: Only one spell may be cast per round. If the caster has a second action, it may not be a spell.
If any of the above conditions are not met, the PGM will inform the player that this is not a valid action.
- Use a Power: This allows a player to use a Power available to her class. The player must state in an IM to the PGM what Power is being used, and the number of Power Points spent. In order to use a Power, the following conditions must be met:
1. The player must have the Power available, according to level and Class.
2. The player must have enough Power Points to use the Power.
2. The player must have enough Power Points to use the Power.
If either of the above conditions are not met, the PGM will inform the player that this is not a valid action.
Use a Magic Item: This allows a player to use a magic item he owns, such as a scroll, wand, staff, potion, ring, etc.
Heal Injuries: This allows a player to heal injuries on himself or a companion, using either the skills of First Aid, Medicine, by a Healing spell, or by eating a healing herb. The player must, of course, have the skill, spell, or the herb available to him.
Multiple Moves
Characters with exceptional Speed can sometimes take more than one action in a round. The number of moves a that a character may make in a round is based on the final init, which is figured thusly:
The init roll on a d100 + the players Speed + Modifiers to speed such as Weapon Speed or an item giving a plus to Speed. If the resulting init is below 100, the player gets one move that round. If the init is above 100, the number of moves is calculated as follows: INIT - 100, where 100 is subtracted from any number above 100.
Example 1
SwiftBoy, with a Speed of 80, and no modifiers rolls a 90 INIT, making his total INIT 170. Because the number is above 100, but below 200, SwiftBoy is able to make two moves that round. His first move will be on 170 and his second will be on 70 (100-70).
Example 2
Suppose SwiftBoy's speed was 80, and he had Weapon Speed of 75 (see the Skill Weapon Speed for a full explanation of that skill). He rolls a 60. If he decides to attack, both his speed stat and his Weapon Speed would be added to the roll for any attacking moves, totaling 215 (80+75+60). His first move would be on 215; subtracting 100, his second move would be on 115, and he would get a third move on 15 (115-100). Note that in this example, all his IMed moves must be attacks, in order to take advantage of his Weapons Speed.
Example 3
Let's say SwiftBoy, with a speed of 80 and a Weapon Speed of 75 decides, for some reason, that he wants to both attack and cast. He knows that he will get at least 2 moves if he attacks first, since his Weapon Speed will be added to his init roll, in addition to his speed stat. So he IMs the PGM: Attack, Cast x spell. He rolls a 60 INIT; his first move will be on 60+80+75 totaling 215, as above. Since his second move is not an attack, the weapon speed would not be added, and would be on (80+60)-100 totaling 40.
Now, when SwiftBoy is planning his move for the next round, he of course does not know what his INIT roll will be. In Example 1, he does know that he has at least one move, and possibly two. (In other words, since his speed is under 100, it is possible that his final INIT will be either under or over 100.) He IMs the PGM:
Cast [XYZ] Spell, "*"Attack.
He is saying “Whatever happens, I want to cast. If I have time (that is, if my INIT is over 100) I want to follow up with an attack.” The "*" indicates that the character may not be fast enough to take this move (it will depend on the initiative roll).
In Example 2, SwiftBoy knows he will get at least two moves, since his Speed and his Weapon Speed added together are over 100. He also knows he may get three moves, if his INIT roll brings that total over 200. His IM to the PGM may read:
Attack, Attack, *Attack.
The first two moves are what he will do regardless; the third Attack is available to him if he gets the third move.
In Example 3, SwiftBoy is in essence giving up a third attack in order to cast. If his IM is Attack, *Cast x spell, he is saying, “I want to take advantage of my Weapon Speed and attack quickly. If I have time, I will also cast.“
The PGM will call for moves in the order in which the player sends them. The player may not change the order of these moves after the IM. In other words, in Example 3, say SwiftBoy, as fast as he is, meets someone even faster, whose first move goes before his cast. He is injured, and the cast is disrupted. Well, tough, SwiftBoy! (It's hard to feel sorry for a character with a possible three moves.) He has lost that spell (but not the Power Points).
Criticals: Fun with Maiming
In making physical attacks, a roll of 100 always critically fails, no matter what the player's stat is, and a roll of 1 always critically succeeds.
Critical Hits
On a to-hit roll of 1, the character has hit critically with that weapon. Damage will be rolled as usual, and the total damage will
be doubled, including any critical damage.
Critical Damage
If a player rolls 100 on her damage roll, nothing untoward will happen; the opponent merely takes one point of damage (i.e., there is no critical failure on a damage roll)
If maximum damage; as shown on the Bell Curve chart (e.g., 6 damage with a dirk), is rolled, the player has critically damaged the opponent. The PGM will ask the player to roll again on a d100. The additional damage will be added to the first damage. A player may continue rolling so long as she continues to roll maximum damage.
Critical Misses
When a player rolls a 100 on her to-hit roll while her character is attempting to hit an opponent, she has missed critically. The PGM will direct the player to roll an additional d100, and will consult a table to determine the effects of this critical failure.
Bleeding Rules
- Unconsciousness (0 to -9 Stamina Points): The character falls unconscious. An unconsciousness character automatically recovers 1 stamina a round until they return to consciousness. First Aid, Medicine, Healing Potions (Mundane/Magical), or Magical Healing can be used to regain stamina.
- Light Bleeding (-10 to -14 Stamina Points): The character becomes comatose and suffers from blood loss. In light bleeding, a character loses 1 Stamina Point every round until stabilized. First Aid, Medicine, Potions (Mundane/Magical), or Magical healing can be used to heal and stabilize this character. If stamina regained through these methods heals to -9 or better, the character will regain stamina as in Unconsciousness. Otherwise, healing stabilizes a character and prevents further stamina loss from bleeding.
- Heavy Bleeding (-15 to -19 Stamina Points): The player is in critical condition and loses 2 Stamina Points every round from blood loss. At this point, only Medicine, Magical Potions, or Magical healing can prevent the character from slipping closer to death. If stamina regained through these methods heals to -9 or better, the character will regain stamina as in Unconsciousness. Otherwise, healing stabilizes a character and prevents further stamina loss from bleeding.
- Brink of Death (-20 Stamina Points or worse): The character is terminal and sinking fast. A save vs. Endurance is required, with a -10 penalty each subsequent round the character goes unstabilized. A failure vs endurance means the player has died. Success means that the character still (barely) clings to life. Only Magical Potions or Magical healing can be used to stabilize those on the brink of death.
Called Shots
In addition to the moves listed above, a character may opt to try to hit a specific part of his target. This is referred to as a “called shot.” A called shot may only be performed when attacking with a missile or melee weapon, and may not be used with Weapon Speed. Attempting a called shot usually results in a CA penalty. A typical penalty when trying to hit a generalized, largish area, such as “right arm,” “chest,” or “head,” is around -30. When trying to hit a smaller or more specific area like an eye, the penalty is typically -50. These are flat penalties, not percentages of the CA.
Note that penalties may be increased in certain conditions (darkness, for example). For monsters with tentacles, or other appendages or areas, the penalties would be entirely up to the PGM running the fight. There is no penalty in hitting a specific body part of an unconscious or dead opponent.
Holding Back
It is possible for a player to deliberately hold back on how hard he or she wants to hit. Normally, this would be done in a friendly fight in the inn itself, when the player can see the opponent is badly injured.
In this case the player can IM his intentions to the PGM.
- Hold Weapon Speed Bonus: No Weapon Speed bonus (available only to players with the Weapon Speed skill). This does not apply to normal speed from the Speed stat, and it's “all or nothing”—a player can't slow down “a little.” Weapon Speed will be negated.
- Hold Back Damage: Damage in this case is halved. The player cannot control this; the damage is half (rounded down) to what it would normally be.
- Hold back Strength: All strength bonuses are null and void. Again, all or nothing.
A player may use any one, or a combination, of the above per round. If he does, it cannot be changed mid-round (remember, a normal round is seconds, not minutes. You don't have time to change your mind).
Improving Your BC Max
Your BC maximum is dictated by your class. It determines what weapons you can wield; by improving it, you can wield ever-larger and deadlier weapons. To do so takes additional time and training, at a rate of 25xp x BC increased.
For example: to increase from a BC4 maximum to a BC6 maximum, the character would spend 25x6=150xp; to go from a BC6 to a BC8 would be 25x8=200xp. In no case may the character spend the required experience points if the result would technically drop him to two (2) levels below his current level. In addition, a character may only increase one BC level per week.
Note: If spending the required experience points drops the character below his current level, the character's level will not actually drop. This will only mean that additional time is required to reach the next level.
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