Add font

Combat

Determine initiative by rolling Action Dice and adding the bonus from your primary attribute. You may use perception instead if you wish.

Hit armor first, take out all hp, then start taking out enemy hp (so maybe list armorless ac for all characters)

Weapon size differential vs. target, only if proficient: -3 dmg ¼ — -2 dmg ½ — = +/- 1 normal — +2 ½ damage xfers to wearer +3 all damage applies to both wearer and armor

Initiative: 1dx; dex mod, perception mod, maybe others?

Thinking maybe no initiative, although I guess that’d work better for TOTM... maybe, maybe not. All attacks simultaneous.

Initiative

To determine initiative, both (or all) forces follow the procedure set in Core Rules—

Phase 2: Determine initiative and declare intentions. Players choose whether they want fast or slow initiative. (Rolling is optional). If you choose slow initiative or roll initiative, characters can use all of their actions. If you choose fast initiative, characters may use only one action. Players also declare the action(s) they intend their character(s) to take at this time.

Exception: In a siege, the sieging force automatically has the initiative.

Initiative Redetermination Triggers (Optional Rule)

At certain times throughout the battle, the initiative can shift from one force to the other. A redetermination of initiative will be required. At these points in the battle, both players will reestablish initiative per the normal initiative rules. This determination shall take place at the end of the round in which it was triggered. Initiative redeterminations may be made up to 3 times in a battle. Initiative can only be redetermined a maximum of once per round.

Initiative Redetermination Triggers

Both forces must redetermine initiative when:

One force has lost 50% of its forces

A hero issues a challenge or successfully intimidates

Reinforcements are deployed

The first time magic, special abilities, poison, greek fire, or acid use occurs (this happens once only)

Three rounds pass with no initiative redetermination triggers

Actions in combat

Free

Quick hollar no response

Drop up to 2 items in hands

Drop 1 item in readied position

Reconsider action tactics 1x/encounter

Normal

Move up to limit

Attack

Cast a 1 action spell

Take Cover

TOTM combat

Surprise, no—ambush, yes

[#_COMBAT_MINIS]

Tactical Combat with Miniatures

Some players and GMs prefer a more tactical combat experience, with spatial layout, terrain, and, generally speaking, visual representations of the action. By using miniatures on a grid or model environment layout (or simple pencil drawings on paper), you get a strong sense of the physical reality of a fight.

[#_COMBAT_TERRAIN]

Miniature Environs

The miniature environment adds a significant tactical element to encounters. If this is desired, you may wish to use representations of miniature terrain to create encounter layouts. I personally use a great deal of painted miniatures in my campaigns, but this is entirely an individual choice.

Shattered World is uncommitted to any particular scale by design. All measurements are given in units. On a battle grid, you can simply use the squares as the units—you usually don’t need to define it any further than this. The squares can be any in-universe scale you want. Most are probably familiar and comfortable with a square (or inch) being 5’ or 10’ in universe─this is assumed to be a rather close-quarters “tighter” combat. 10 yards or 1-3 meters works too, assumed to be a wider-scale engagement. Generally it shouldn't go much bigger than this as it becomes quite odd, but there is no technical requirement for what in-universe scale you are using for your units.

Typically, 5’, 10’, or 1-3 meters, is the best choice for typical personal/heroic RPG combat. 10 yards or 1 dekameter is typically the best choice for wider scale combat (typically, but not always, outdoor or mass combat). Your GM will inform you of what the in-universe scale at play is, if it is significant.

Note that combat is an abstraction, and these visuals and measurements should not be taken completely literally. When measuring using larger ratios your figure(s) will be disproportionately large, and a large number of figures can and probably will come into base contact with each other. The ensuing combat is of course not considered to span the range of 40 to 60 or more in-universe yards. There are weirdnesses that happen that you should be aware of. In regards to spell ranges, radii, movement, and ranged weapon distances, units remain uncommitted units. The in-universe scale doesn’t matter.

[#_COMBAT_MASS]

Mass Tactical

There are many PF’s who will resolve mass-combat between two or more armies narratively (or with a “hand-wave,” as they say). However, there are those who wish to resolve it tactically. The reasons for this are partially the gaming & competition activity, and partially the visual enjoyment. Mass-battle with miniature armies is something that may also happen in any fantasy RPG campaign. When war of this magnitude occurs, approximations must be made, lest you wish to resolve hundreds upon hundreds of combatants’ attacks, hit points, and so forth This is the same thing as the combat laid out in here, even though in-universe it is an estimate of what would probably happen after 10 rounds of combat between 500-1500 participants or more.

Miniature Terrain

Anything that is not flat ground is terrain that must be dealt with by the characters. Elevations are represented almost unilaterally with stacked pieces of cardboard, styrofoam, and/or foam core. Then, trees, shrubberies, buildings and obstacles are placed on the site. The pieces will generally fall into one of two categories: passable terrain or impassable obstacles. Impassable obstacles for some characters can at times be maneuvered by flying or larger creatures, depending on the situation. Impassable obstacles generally include boulders, walls, large trees, deep water, fences, and so on. The word “impassable” is not to be taken literally; walls can be scaled, units can divert around deep bodies of water, and one can simply walk around trees and boulders. The experienced and resourceful unit commander can always find inventive ways to deal with “impassable” terrain.

Passable terrain is of course anything which can be walked over at a predetermined movement cost. Nearly the only type of terrain that costs nothing extra to move over is flat ground. Every inch of elevation the figure climbs costs 1 unit not including the cost to move laterally across the ground. Other movement costs, rough/scrub, forests, mountainous areas, ankle, waist, and neck-deep water, deep sand, etc. will be given to you at the start of a particular scenario.

Once the terrain has been declared to be “placed” and the encounter has begun, it cannot be moved again. Try your best not to bump it or touch it, if you do just correct it as closely to where it was as you are able. The PF will correct bumped NPC units. Circling the table a lot so that you never have to reach more than halfway across the battlefield helps quite a bit, as does avoiding overly baggy clothing. Players obviously cannot move miniatures that are not under their ownership.

Terrain Types

The terrain types your characters and troops will encounter will typically be, but are not limited to, the types of natural and geographical terrains that we are familiar with on Earth--grassy plains, rolling hills, trees, rivers, boulders, rocky badlands, lava flows, and so on. Then there will be occasional fantasy terrain types, such as giant mushrooms or flowers, locales in the clouds and other dimensions, and any number of other imaginary settings.

Almost all the natural (Earth-based) terrain you will encounter costs double movement, or is impassable. As stated already, about the only terrain that does not have a movement cost modifier is flat ground. In general, you will know the details before any figures are set on the board.

There are different ground types that a figure can basically walk across, all of which can have a movement cost modifier. Plain is more or less flat, or slightly sloping (less than 1 unit) ground made of grass, dirt, stone, etc. Your character can walk across plain ground with no movement cost. Rough/scrubby ground includes vines, bushes, scrubs, a lot of loose rocks, and badlands can cost extra movement. Hills may have approachable slopes and/or non-approachable sheer faces, depending on the height and steepness. 1 unit of elevation can be scaled without gear or skill. For 2 units or more you must have either scaling gear or make a climb check to attempt the climb. If a hill obstructs your line of sight, it is considered hard cover for the target and the miniature cannot fire missiles. In elevations, 1 unit always equals 10 feet of vertical elevation regardless of the lateral scale of measurement being used.

Boulders can be scaled, tread upon if the boulder is of the appropriate shape, destroyed in certain circumstances, and naturally diverted around. Scaling a boulder works the same as scaling a sheer hill. If a boulder obstructs your line of sight, it is considered hard cover for the target and the miniature cannot fire missiles.

Trees can be climbed and scaled in Tactical Combat only—not Mass. Again, it works the same way as hills, and most trees are more than 1 unit high. Shrubberies must be walked through or around (you cannot stand on them.) If a tree or shrub obstructs your line of sight, it is considered soft cover for the target and the attacker suffers a -4 attack penalty.

Fences and walls can be scaled, tread upon, or passed over (and naturally diverted around.) Scaling a wall works the same as scaling a sheer hill. Fences are different--anyone can climb any height of fence at a cost of double their movement rate (climbing 2 units costs 4 units.) If a wall obstructs your line of sight, it is considered hard cover for the target and the miniature cannot fire missiles. If a fence obstructs your line of sight, it is considered soft cover and the attacker suffers a -4 attack penalty.

Water bodies and rivers have particular depths which may prevent certain troop types from wading while others will have access. You will be given this information at the beginning of a scenario. Bridges of course can just be walked across normally.

Structures are all different and they have their own individual common-sense rules. Usually structures can be entered, stood upon, fired from and into (with cover,) and destroyed. Structures have their own version of hit points which of course must be brought down to 0 before a structure falls.

Miniatures, I reckon, are 60% layout visualization, 40% visual splendor. Miniatures are representative of characters, monsters, obstacles, etc, and their purpose lies more in function than form. What this means is that miniatures of proper scale and size can be used to represent just about anything. A die can represent a kobold, a quarter represents a well, etc. Treat miniatures and trinkets sort of like chess pieces.

Surprise = Ambush

Conditions: I don’t want a fuck ton of conditions, but should probably use a few to standardize things.

Maybe like a negative standard? “Generally negative”

Dead

Dying

Unconscious

Deaf

Blind

Mute

Stunned

Bleeding: the character is losing blood and takes damage each turn until the bleeding is stopped or the character receives medical attention.

Cursed: the character is afflicted by a curse that imposes a penalty on certain actions or attributes.

Confused: the character is disoriented and has a chance of performing a random action or attacking an ally.

Fear: the character is frightened and may be unable to act or suffer penalties to certain actions.

Paralyzed: the character is unable to move or act, but may still be conscious.

Poisoned: the character has been poisoned and takes damage each turn until the poison is cured or the character receives medical attention.

Diseased & poisoned covered under the “Intoxicated” umbrella.

Petrified: the character has been turned to stone or otherwise immobilized.

Stunned: the character is dazed and unable to act for a brief period.

There could be like just a “-1” condition, “-3,” whatever. Shit applies to all rolls.

Let’s see how many of these I can bring under consolidated umbrellas

titan/towering rule: cannot take cover during combat

No comments:

Post a Comment

Great Playtest!

I've been posting the same recruitment message for a few weeks now and have been met with silence.... then yesterday I got a flood of re...