Combat Rules

Started by Hasabushi, March 03, 2012, 09:14:36 PM

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Hasabushi

Dungeon Questor

Combat Rules:
In Dungeon Questor, combat is very simple and can be learned quickly by understanding the following rules.

1. Every move during combat requires a certain amount of AP to perform.
2. Any melee attack requires the mob to be on an adjacent square to the attacker.
3. Any ranged attack requires the mob to be within line of sight and at least
    one square away.
4. If an enemy currently at ranged distance moves to melee, the character must
    switch to a melee weapon before engaging and vice versa.
5. Defending or making no actions, requires no AP.
6. Fleeing from combat exposes the back to the enemy, any hit from the rear is x2 damage.


Combat flow.
The following are steps that are carried out when an encounter occurs:

You see the enemy first and combat has not be initiated:
1. You do not need to roll for any ranged attack as your first hit will be automatic.
2. if concealed in some way (hide in shadows, invisibility, etc) first attack will
    do x3 damage.
3. Spells and buffs can be cast as normal with a slight chance of being seen while
    doing so (3%)
4. Melee attackers must close the distance and attack as normal unless rule 2 applies.
5. Thieves may lay traps but have a slight chance of being detected (5%)

The enemy sees you, but you have not seen them (cloak of darkness, invisbility,etc)
1. Enemy does x2 damage unless spells are active that detect magic being used.
2. Spells such as entangle and hold are automatic and there is no saving throw for
    the first round.
3. Mages and Clerics will be unable to cast spells or call on deities for one round.

You see the enemy and the enemy sees you.
1. All hidden characters may move freely to initiate the attack
2. All seen characters must make a roll for initiative
3. Enemy will make initiative roll as well
4. Mages and Clerics may cast buffs with no penalties.
5. Ranged characters may attack freely with no penalties.
6. Mages and Clerics can cast spells with no penalties.

Once combat has begun
1. Hidden characters may attack, but will be unable to become hidden
    again until the next combat round.
2. Initiative is rolled for each party, not character, one party becomes attacker
    the other defender
3. Defenders may only use defensive spells or abilities, including parrying,
    blocking and counter-attacking. Defenders may also flee from combat.
4. After each round rolls are switched, attackers become defenders and defenders become
    attackers.
5. A round ends once every player/mob has taken a turn.
6. If combat does not end with 5 rounds, each additional round increases the chances of
    a mob fleeing (+5%) or charging (+5%).
7. If a mob charges they enter rage doing x3 damage, they will not defend only attack
    attempting to grapple/strangle any character.


Grapple/Strangle rules
1. During a grapple/strangle a character is held and must make a roll equal to or greater than the
    attackers strength. If grappled more then 2 rounds a character is considered incapacitated.
2. During a strangle a characters neck is pinned in such away that they cannot breathe, if
    strangled more than 2 rounds a character is considered passed out, if  choked longer than
    3 rounds the character will lose 5 HP, until the hold is broken or they die.