Combat. 'Oh my god, what do I do.. the thing.. and and '
Sept 1, 2016 14:57:53 GMT
Sarah Vance likes this
Post by EBST on Sept 1, 2016 14:57:53 GMT
Combat. That one word strikes dread, fear and a sense of apprehension into most players that are not used to it. It evokes that sense of loss or fear of losing a character and can cause panic attacks into those that are not ready or used to it. This is to help with that.
Step one. Breathe. It's not life shattering or world ending. It happens. We ALL sucked at it at some point. ALL of us. No ONE walked into their first combat scene and aced it. No ONE. It takes practice to get even moderately good and that means conducting combat.
Step two. Disconnect. Your character is not you and vice versa. The character is a construct of creative horror fantasy that you and the ST bring to life through creative, interactive storytelling. When the character gets punched, slashed, stabbed or shot you are not actually feeling it. You might visualize it but that is the end.
Step three. Mechanics. Combat is defined in a series of steps, that, once you know them, are repetitive. It only gets complicated when characters activate funky, game specific powers. IE Rage, Celerity, Black Wind etc. There is in most cases, initiative to determine the order in which a character or NPC acts, then the declaration of actions. A roll for attack, to see if a character hit then follows. If a character can or chooses to dodge, they roll that. IF the attack hits, then the character rolls damage. If they do damage then the character rolls for soak, if they can. If they fail to soak, then damage is applied. If the characters have additional actions from Celerity, Rage, Black wind etc, these go off now in initiative order. Once all actions are resolved, then a new round starts..
Sample combat 1: Two combatants, Bill and Bob. Both are mortal with nothing special powerwise. Bob surprises Bill. Note: Numbers are not actual, just pulled out for demonstration purposes.
Bob: Rolls dex+Brawl = 1 success.
Bill: Surprised so gets no dodge.
Bob: Rolls Strength+1 (Punch) = 3 successes
Bill: Rolls Stamina (plus any armor worn) to soak = 2 succeses so Bill takes 1 level of bashing damage.
~First round, Initiative rolled~ Bob beats bill on initiative.
Bob: Rolls Dex+Brawl=2 success.
Bill: Splits dice pool for two actions. Rolls Dex 2+ Dodge 3= 2 success. Bob misses but only barely.
Bill: Rolls Dex 2+ Brawl 3= 1 success.
Bob: Cannot dodge.
Bill: Rolls Strength+1 = 4 success.
Bob: Rolls Stamina (+Armor) = 1 success. Takes 3 levels of bashing damage. Is now down 3 HL and is at injured so all dice pools are at -1 dice.
~Second round, Initiative rolled~ Bob beats Bill again.
Bob: Hurting he decides to just block.
Bill: Does not split dice. Rolls Dex+Brawl = 4 success.
Bob: Rolls Dex+Dodge-1 dice= 2 success
Bill: Rolls Strength+1 = 2 successes
Bob: Rolls Stamina (+Armor) =1 success, takes 1 point of damage. He now has 4 HL of damage as it at a -2 dice penalty on all actions.
The fight could continue, back and forth like this until one opponent is down. However for this both combatants simply come to an agreement. Bob apologizes and Bill accepts, the two go off and get drunk.
Step one. Breathe. It's not life shattering or world ending. It happens. We ALL sucked at it at some point. ALL of us. No ONE walked into their first combat scene and aced it. No ONE. It takes practice to get even moderately good and that means conducting combat.
Step two. Disconnect. Your character is not you and vice versa. The character is a construct of creative horror fantasy that you and the ST bring to life through creative, interactive storytelling. When the character gets punched, slashed, stabbed or shot you are not actually feeling it. You might visualize it but that is the end.
Step three. Mechanics. Combat is defined in a series of steps, that, once you know them, are repetitive. It only gets complicated when characters activate funky, game specific powers. IE Rage, Celerity, Black Wind etc. There is in most cases, initiative to determine the order in which a character or NPC acts, then the declaration of actions. A roll for attack, to see if a character hit then follows. If a character can or chooses to dodge, they roll that. IF the attack hits, then the character rolls damage. If they do damage then the character rolls for soak, if they can. If they fail to soak, then damage is applied. If the characters have additional actions from Celerity, Rage, Black wind etc, these go off now in initiative order. Once all actions are resolved, then a new round starts..
Sample combat 1: Two combatants, Bill and Bob. Both are mortal with nothing special powerwise. Bob surprises Bill. Note: Numbers are not actual, just pulled out for demonstration purposes.
Bob: Rolls dex+Brawl = 1 success.
Bill: Surprised so gets no dodge.
Bob: Rolls Strength+1 (Punch) = 3 successes
Bill: Rolls Stamina (plus any armor worn) to soak = 2 succeses so Bill takes 1 level of bashing damage.
~First round, Initiative rolled~ Bob beats bill on initiative.
Bob: Rolls Dex+Brawl=2 success.
Bill: Splits dice pool for two actions. Rolls Dex 2+ Dodge 3= 2 success. Bob misses but only barely.
Bill: Rolls Dex 2+ Brawl 3= 1 success.
Bob: Cannot dodge.
Bill: Rolls Strength+1 = 4 success.
Bob: Rolls Stamina (+Armor) = 1 success. Takes 3 levels of bashing damage. Is now down 3 HL and is at injured so all dice pools are at -1 dice.
~Second round, Initiative rolled~ Bob beats Bill again.
Bob: Hurting he decides to just block.
Bill: Does not split dice. Rolls Dex+Brawl = 4 success.
Bob: Rolls Dex+Dodge-1 dice= 2 success
Bill: Rolls Strength+1 = 2 successes
Bob: Rolls Stamina (+Armor) =1 success, takes 1 point of damage. He now has 4 HL of damage as it at a -2 dice penalty on all actions.
The fight could continue, back and forth like this until one opponent is down. However for this both combatants simply come to an agreement. Bob apologizes and Bill accepts, the two go off and get drunk.