Combat Mechanics

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Combat Mechanics

Post by GreenKnight1294 on Fri Jul 03, 2015 6:03 pm

This roleplay, as of Forum Nature and to avoid lengthy and dragged out battles between players and narrators, will engage on an experimental, self-narrated style of gameplay when it comes to combat. Upon entering an area with zombies, the survivors will be told of how many are in a given place and how many will be alerted of their position upon approach, which will become active upon combat. Some areas are more open and dangerous than others, others allow for more sneaky approaches with less active zombies in the way to their destination; also, in rare cases, the number of zombies will be approximate and not exact with the players unable to see past certain obstacles; unknown amounts of zombies will never be active in battle, but they may force the survivors to engage in surprise battles after clearing an area.

After finding an area with zombies, the survivors can either choose to move on and keep a note of the area to clear at a later date, or declare that they'll engage in battle. If they do so, they'll have to make sure the whole group is in consent or the group may split. During combat, survivors can narrate the result of battle and flavor the rolls in any way they choose, or simply ignore any sort of explanation of what's going on and finish a fight (the numbers speak wonders on their own, so it's optional).

Battle at any given time will be divided in the following steps, which a player can perform autonomously after declaring they'll engage in combat, writing only one post per phase as links to each roll must be included within (which will be rolled in a different forum) and all the survivors have to act unless stated otherwise. If multiple survivors are fighting together in battle, one of them may also choose to roll all the dice together if agreed upon and write all the phases on one post, but any special or ability must be declared by the survivor using it. Make sure to have your partner's consent if rolling dice for them.

1-Your Turn - Attack Rolls

If it not your first turn, you can now choose to try and escape battle; then normal roleplay will engage with a narrator. Otherwise, the player declares his attack with only one weapon and rolls the respective dice in a separate rolling thread, then edit the link in here. For every success, typically 5 or 6, you can kill one active zombie (ones that are initially aware of your presence and will attack whenever possible).

Luck Bonus
If you miss 2 turns in a row, you automatically score one kill on the next dice you throw, which is omitted. If you're so unlucky all your dice missed during 2 turns, you don't have to roll one of the dice in the next turn, as it's an automatic 6 for any weapon of your choice (even unarmed). This reflects the accumulated damage on the infected's body.

You may also choose to perform one and only one of the following actions:

Special: Focus Attack
During one turn you can choose to add up your defense dice to your attack, increasing your chances of killing, but omitting your defense roll before the enemy's attack. It effectively means you throw one more dice during the attack with the same attack stats of your weapon.

Special: Focus Defense
During one turn you can choose to omit your attack roll, and instead, add your base melee attack roll (with no bonuses or abilities) to your defense roll, increasing your chances of defending successfully or using abilities on defense (for example Counter Attack). All the dice added still get a success with only 5 or 6, and if no melee weapon of an attack higher than 1d6 is present, you get a single dice as a bonus.
Additionally, if the amount of zombies is lower than the amount of survivors, you can automatically choose, instead of rolling, to succeed in a defense roll without adding any bonuses by using this special, thus rendering one and only one zombie unable to attack for that turn. You can't use defense abilities by choosing this method.

Special: Adrenaline
Once per day (unless otherwise stated by an ability), you can recover your entire stamina until the end of combat and get a bonus to your attack roll for one turn to reflect situations of heavy stress, both mental and physical.

2-Enemy Turn - Defense Rolls

Before every enemy's attack, the player is given a chance to skillfully avoid or repell it without wasting precious energy. Under normal circumstances, the survivor may throw one dice and defend of a single zombie attack (rendering that zombie unable to attack for this turn) with a 5 or 6. Special abilities can be used to increase the amount of dice thrown.

3-Enemy Turn - Attack Rolls

Any zombies now capable of attacking will lunge at the survivor(s) to try and bite them. 1d6 is rolled for each active zombie still alive, which reflects the struggling needed to keep them from doing it. The survivors pool up their armor together along with the total damage the zombies dealt to their stamina, then they subtract the armor from the incoming attack. Lastly they can choose how to subtract the remaining points individually to their stamina points, which reflects how much each struggled to keep the zombies at bay. A survivor whose stamina reaches 0 cannot keep subtracting points from the attack.

If a survivor's stamina reaches 0, they become exhausted, which renders them unable to attack for the remainder of combat, and unable to move without help. This state will last until the survivor regains their stamina points back at the base or by waiting idly for 2 precious hours of game time. If, during combat, a survivor in this state is forced to take damage, they will get bitten and will regain half their stamina (rounded up) from panic. If the survivor goes back to 0 stamina afterwards, they will get bitten again, but won't regain any stamina, and will not be able to escape, rendering two zombies busy festering at their corpse.

If a survivor is left alone in an exhausted state during battle after getting bitten once and regaining some stamina from panic, they will die.

4-Enemy Turn - Spot Check

During this phase, non active zombies will try and track your player through the heat of their battle. The player must make a successful Scavenger Check to ensure they're not noisy enough to be heard or don't stumble upon the infected on accident. If multiple survivors, roll the lowest Scavenger score of the group. If failed, 1d6 zombies will join the battle next turn, or until the totality of zombies in the area is reached. If succeeded all the rolls, roll a special horde dice (goes from 0 to 2), then that amount of zombies join the battle. Then everything restarts from starts from step 1.

Escaping

After the fourth phase, the survivors can choose to escape. If they do so, they can engage into escaping roleplay directly as long as the number of survivors is equal or higher than the amount of active zombies. Otherwise, they have to forego their attack turn (can't use any of the specials mentioned, either) and go through the whole enemy turn before escaping. This occurs to reflect the fact that it's much more difficult to escape a given situation if there are more zombies in the area.

Additionally, in a situation where the survivor has logical means of bypassing a bigger number of zombies without a struggle, a moderator can rule out that they engage in escaping roleplay directly to determine if their idea works; if their idea fails, they can't escape through special means and they have to forego attacking for the turn as usual.

The survivors can choose to escape individually without consulting their team, but they can't perform any defense rolls until the whole team has decided whether or not to attack or escape. If a team partially splits and some team members escape, the ones still in battle can still choose to attack, and only the number of zombies equal to their own will attack them; meanwhile, the amount of zombies attacking the escaping survivors is reduced by the same amount, but the battling survivors don't contribute to their numbers. After damage is resolved for the escaping survivors, they won't be able to engage on escape roleplay until the other survivors still in battle attempt to escape as well or completely clear the area of zombies.

If a survivor loses all their stamina during escape, they're forced to stay in the battle again (hopefully they'll have an adrenaline point saved up).

Combat Example

A group of two survivors is fighting three zombies and they're told there are 2 other zombies nearby in the area who aren't active.
Survivor A is currently wielding a heavy stick of 1d6 attack [5,6] and survivor B is currently wielding a pool cue of also 1d6 attack [5,6]

Phase 1
Survivor A uses Focus Attack in hopes he takes down some of the zombies with him by using two dice to attack. He rolls 1 and 4. His attack was ineffective and, struggling with the zombie, he misses their heads.
Survivor B uses a special ability, Drifter, to add 2 dice to his attack, giving him 3d6. He rolls a 5, 3 and 4, which kills one of the zombies on a gruesome way of his choice. Only 2 zombies remain.

Phase 2
Survivor A already used his defense dice to attack, so only one dice will be thrown for defense. Survivor B rolls a 2, which fails to stop the zombies' attack.

Phase 3
Two active zombies remain, they attack the seasoned survivors and roll 5 and 3 for a total of 8 damage. The survivors' combined armor is 2, so it amounts for 6 stamina damage between the two. Assuming they were both in perfect condition, survivor A is now down to 4SP and survivor B on 5SP.

Phase 4
Survivor A is the one with the lowest Scavenge score of 2, so he rolls 5 and 1, which succeeds. Another roll of 1dh determines that, unluckily, 2 zombies join the battle and one zombie remains inactive.

Phase 1
Against a group of 4 and with depleted abilities, both survivors decide to use an adrenaline point and escape back to their base, taking one dice of damage for each zombie. They make it out with 1, 4, 3 and 2, going from 7 and 8 SP to 3 and 4 respectively. After a failed combat they have no more energy to continue for the day and missed the chance to loot.

Special Note: Firearms
Using firearms has one big advantage over melee to make up for needing ammunition; you can, if you use Firearms, avoid all zombie attacks for a turn as long as you're in an open enough area. If you're cornered or trying to escape, this rule does not apply and you still need to consume ammunition. Additionally, if you use this feature, you may not use Attack Focus or Defense Focus and you automatically fail the Scavenger Check at the end of phase 4.

Keep in mind that Firearm weapons and abilities don't count as melee, and can't be used with such, and vice versa. Do not use Melee abilities with Firearm weapons or Firearm abilities with Melee weapons. You can, however, use firearms as melee weapons without rolling ammunition, but they're rendered as basic melee weapons with [1d6;5,6] stats, without their inherent abilities.

Special Note: Ammunition and Energy
Some weapons may additionally require the input of ammunition and or powered resources (fuel or batteries) in order to work, amongst which can be fortification traps, guns and some melee weapons such as chainsaws. You're required to throw additional ammunition dice when using these, which will be added onto the weapon's description next to its attack roll. If you run a 1 in the ammunition dice (which have to be rolled separate), your weapon runs out and is rendered useless until it's reloaded.
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GreenKnight1294
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