Combat

Combat for the Hunt

For The Hunt I will be using some modified combat rules that govern the pace of combat, specifically Attacks/Actions per Melee Round, and what you can do with them.
The original rules were created by Jefffar, the Supreme Being.
They have been adapted and slightly modified for The Hunt by 13eowulf (me).

The “Two for Living” Rule

Some books have the “Two for Living” rule, and some don’t, and this can make things wonky in terms of combat. To resolve this I will be splitting the difference. Books that use “2 for living”, or go beyond that, like the RUE, will have a blanket -1 to actions/attacks per melee round, and books that don’t include the 2 for living, like N&SS, will get a blanket +1 to actions/attacks per round. (Any attempts to argue semantics regarding the choice of wording as not being accurate in an attempt to end run the obvious intention here will result in penalties).

Attacks per Melee/Initiative

In order to speed up the online game sessions I will be using a revised set of combat rules initially created by Jefffar, slightly modified for The Hunt. I will be using a 5 cycle Melee Round, here is how it will work:

  • Each fifteen-second Melee is divided into 5 cycles.
  • On each cycle, each character will have the opportunity to act in initiative order.
    • To be eligible to act you must have at least one Action available to use
    • Characters may only use one Action per cycle unless they have six or more Actions, then they will be able to use two Actions in same Cycle for some cycles, or complete a Complex Action (see below) faster. Characters with 11 or more Actions may use up to three Actions in some Cycles. For example a character with 10 actions may use two actions every cycle, but if they have only 9 actions, then they would only be able to use two actions per cycle for four cycles, with one cycle still being a single action cycle.
      • If you wish to use more than a single action/attack in a given cycle you must declare this intent at the start of your cycle. If you do not it is assumed you will only be using one attack/action.
    • A character is not required to act in any Cycle, but any Actions not used up by the end of the last Cycle of the Melee are lost.
    • Complex Actions: Complex Actions include all sorts of character activities that require two or more Actions to resolve are resolved in the Cycle in which the final Action took place. For example a character starts a Power Punch (2 actions) on Cycle 1, he won’t roll strike and damage until Cycle 2 (unless of course they have enough attacks to complete the complex action in the same cycle it is started).
      • If a character taking a Complex Action spends an action on anything else (including defence) before they complete the Complex Action, they are interrupted, lose all Actions spent so far on the Complex Action and start over.
      • Complex Actions that require more than one Melee Round to complete instead lose all progress made in the Melee in which the character was interrupted.
    • Delayed Actions: A character may choose to spend an Action on their Cycle but delay it for a specific trigger. When the specific trigger occurs the character immediately takes their action, possibly interrupting the actions of another.
      • The character must specify the trigger in terms of what is going on around them rather than waiting for an abstract concept like an Initiative number and the character must specify what action they will take at the time they declare their delayed Action. For example: ‘I hold my Action until Initiative 1’ is wrong but ‘I wait until I have a clear shot then shoot’ is not.
      • If the action does not occur before the character’s next Cycle the character may elect to continue to wait, not losing further Actions or may decide to stop waiting and perform further actions, they will lose the action they spent on waiting however. * If the character spends an Action between when they declare their Delayed action they lose the delayed Action and must wait until their next Cycle to declare it again.
      • A character who delays an action to strike someone when they attack triggers a Simultaneous Strike and neither the character nor their target may take a Defensive Action that Cycle.
    • Defensive Actions: These are actions used in defense of oneself, or others.
      • Pre-Initiative: If you find yourself in a situation where you have to defend (yourself or others) in a cycle prior to your own place in the initiative order (your ‘turn’ in the cycle), and you don’t have (or elect not to use) an automatic defense (auto-parry, auto-dodge, etc.) you may use your actions from that cycle to defend, but you may only defend as many times as you have actions available that cycle. Further, if you defend in such a manner that uses up your actions for the cycle, and have to wait until the next cycle to act.
      • Post-Initiative: If you have already acted in a cycle, and then find yourself in a position where you have to defend yourself before the cycle ends, and you have not saved an action for such (see Delayed Actions above), and you don’t have an automatic defense (auto-parry, auto-dodge, etc.) you may use your actions from the net cycle to defend (if you have an automatic defense it must be used, one cannot elect to draw actions if an auto-defense is available), but you may only defend as many times as you have actions available in that cycle. Further use of these actions can only come from the next cycle, not a following one, and they use up one’s ability to act in the next cycle, one cannot then draw on the actions of future cycles to act in the next cycle. One can only draw on actions from cycles within the same round, if it is the final cycle you cannot draw actions from the next round. Additionally you cannot draw actions in this manner for simultaneous strike, which can only be done using Delayed Actions (see above). Finally when using actions in this manner one can only defend oneself, not others. Note: If you have used up all of a cycle’s actions on defense in the prior around (and thus cannot act in that cycle) and are attacked, even if it would otherwise be a Pre-Initiative attack it is treated as being Post-Initiative.
  • Communication: Each character may communicate a game effecting message or messages totalling up to 100 characters each Cycle without using an Action.
    • A character may communicate a game effecting message or messages totalling up to 600 characters each Cycle but it costs an Action.
    • Beyond the initial 600 characters the communication must be broken up into 600 character segments, each segment must be presented in a separate Cycle and takes a separate Action. Characters able to do multiple Actions per Cycle must still space the speech out over separate Cycles but can continue to spend other actions while they do so.
    • Non-game affecting communication can be performed at any time and does not take an action (for example “Nice Shot”, “Ouch!”, etc.).
  • Movement: Each character can only move as fast as their Speed Attribute will allow them. To get your per-round movement rate (in feet) multiply your Speed Attribute by fifteen (Spd. x15). To get your per-cycle movement rate (in feet) divide the per-round movement rate by 5 (unless you have less than 5 actions/attack per round, then use the lower number instead). This is how far you can move in any given combat cycle. It takes an action to move. Remember that this is a flat-out run (or ‘pedal to the metal’), moving at a slower pace will reduce the distance you can cover.
    • To get your movement rate from miles per hour (in instances where that is listed separately from the Speed Attribute) multiply the given mph by twenty-one (21) to get your pre-round movement in feet. Example: 60 mph results in 60×21 which equals 1260 ft per round. Divide the per-round rate by 5 (unless you have less than 5 actions/attack per round, then use the lower number instead) to get your per-cycle movement rate.
    • Some actions can be performed while moving. These may include talking, drawing a weapon, etc. However the possibility of these will all be situation-dependent. Some actions may require rolls or incur penalties (or both) when attempted. Still other actions may reduce the amount of distance you can cover.
    • Movement Rate may be affected by outside factors, injury, environment, terrain, and other disabilities (temporary or permanent).

Combat

The Hunt 13eowulf