Free Form or Dice?
Free Form?
Now it is time to decide: The default combat mode in the sim is Free Form. We are fans of co-writing efforts rather than writing against each other, and only free form allows full utilization of environment, bring in the full flavor and spark of collaborative writing, remakes combat in a game of wit.
However, we are aware that people have own preferences, sometimes wish to bet things on pure chance and sometimes disputes may arise and so we offer an alternative method on how to resolve situations. If you wish to free form your combat, you can skip all the rest! However, keep in mind that if you look through the NERDIFIED version of the combat even if you do not intend to use it, it can give you a frame of reference to go by in freeform as well, so it is greatly encouraged.
Or Dice?
The system entirely uses two types of a dice, the thirteen side dice for attack and defense, and eleven side for chance rolls.
Now it is time to decide: The default combat mode in the sim is Free Form. We are fans of co-writing efforts rather than writing against each other, and only free form allows full utilization of environment, bring in the full flavor and spark of collaborative writing, remakes combat in a game of wit.
However, we are aware that people have own preferences, sometimes wish to bet things on pure chance and sometimes disputes may arise and so we offer an alternative method on how to resolve situations. If you wish to free form your combat, you can skip all the rest! However, keep in mind that if you look through the NERDIFIED version of the combat even if you do not intend to use it, it can give you a frame of reference to go by in freeform as well, so it is greatly encouraged.
Or Dice?
The system entirely uses two types of a dice, the thirteen side dice for attack and defense, and eleven side for chance rolls.
COMBAT SIMPLIFIED
If you are looking for a quick solution to for combat and are not interested in any further mechanics, you can pick the DICE SIMPLIFIED. This mode is the default trouble solver when collaborative writing of FREE FORM fails. Works very simple through the HuD:
If you are looking for a quick solution to for combat and are not interested in any further mechanics, you can pick the DICE SIMPLIFIED. This mode is the default trouble solver when collaborative writing of FREE FORM fails. Works very simple through the HuD:
- Set up your HuD: your stats, your armor and your weapons
- Hit points: Each participant in the scene has 3, when you hit 0, combat is over, you have to count this manually
- Initiative: Pick initiative by the logic of the scene. If someone attacks, they are simply going to roll first. If uncertain, Roll the CHANCE dice against your opponent. The higher score plays first, setup post order
- Following initiatives, the attacks are made. The attacker rolls either the ATTACK dice or the DAMAGE dice per own choice. Then the defender rolls either the DEFENSE dice or the INJURY dice per own choice. If attacker scores higher than defender, one hit point is deducted.
- Continue following the post order until the combat is resolved.
- If a character is at range and possesses a ranged weapon when combat begins, they get one free attack while their opponent closes the distance. If both/all parties are at range with ranged weapons, combat is done normally as described.
COMBAT NERDIFIED
If you are looking for something more complex and challenging and want to challenge your inner P&P nerd, we offer you a third option on how to deal with combat and present you our complex COMBAT NERDIFIED. How to proceed:
- Set up your HuD: your stats, your armor and your weapons
- Hit Points: Your hit points are equal to your Endurance stat. When you hit 0 hit points, you lost the combat. You have to keep count of that manually.
- Initiative: At the start of each round all involved in combat roll their CHANCE dice. The highest number won the initiative and will be declaring actions last, but act them out first.
- Declaration of actions: Each participant of the combat has two actions (there are exceptions among the monsters and witchers though) they can perform during their round. They are either attack (declared with name of the target), defense (declared without the name of the target and freely usable through the round), or complex activity. On top of that, each participant can move about ten meters per round for free. If you are trying to determine what are the complex activities that you can perform, imagine each round being long approximately 1-5 seconds. Complex activities can be things such as performing acrobatics, opening and closing doors, switching weapons (in a way that you keep both weapons), collecting weapon from the ground or reloading ballista as an example. Contrary the actions done for free are aforementioned movement or emergency rearm (switching weapons in a manner that you drop the previous on the ground). Actions are declared from the lowest initiative up towards the highest initiative participant. When done, actions phase begins.
- Actions phase: All combat and all actions are played out in this phase. The actions are played out from the highest initiative down to the lowest.
- Attacker vs Defender phase: The attacker rolls a ATTACK dice, the defender rolls a DEFENSE dice. If the attacker’s score is higher than defender’s the attack is a hit. In that case move over to the next step. If the defender’s score is higher or even to the attacker, it is a miss and the action is over. Additionally if the defender’s score is higher than the attacker’s by 6, the defender can right away execute a RIPOSTE. See rules on Riposte in special actions.
- Damage phase: When the attack is a hit, it is time to determine the extent of injuries. The attacker rolls a DAMAGE dice, the defender rolls an INJURY dice. The difference of the DAMAGE and INJURY roll in favor of attacker is the number of hitpoints taken. If the score is even or in favor of defender, no harm was done.
- Undefended attack: If attacker attacks a target that has no defense actions left, they directly bypass the Attack vs Defense roll and move right away to the Damage phase.
- End round: With all the actions in the Actions phase concluded, new round begins with the Phase 3 - Initiative.
- Crossing distance: If a character is at range and possesses a ranged weapon when combat begins, they get one free round of actions against opponents closing up the distance. If both/all parties are at range with ranged weapons, combat is done normally as described.
Special actions:
- Additional action: You can take additional action in each round. This represents a desperate push to the limit of your physical ability. It can be added at any time in the round, even when the actions were declared. If you call for additional action on the Declaration of actions phase you will suffer -2 penalty to all your rolls this round. If you declare it in emergency during other phase the round, the penalty will apply on the whole of your next round. The only roll not affected by this penalty is the Initiative.
- Riposte: Riposte is a special move known among fencers as “stepping into opponent’s tempo”, exploiting mistake in their attack to turn the fight or momentum. When the defender scores higher than 6 the attacker on the Attack vs Defense roll they can right away execute a riposte. This attack costs no action and can be defended against, and even more, it can be turned back against the one executing riposte if defended against with difference of 6 again.
- Charge: Charge is an attempt to cross larger distance fast, while trying to deliver a mighty blow to end combat quickly, however at high personal risks. Charge costs two actions in a round and instantly closes up the charging character upon their target, usually a ranged one. The charging character delivers a blow that has +2 bonus to INJURY roll and -4 penalty to ATTACK roll. Use of both actions for a Charge typically means there is no defense left for the charger, keep that in mind.
- Rearm: Rearming means sheathing a weapon and pulling a new one in a fast pace during combat. This means the sheathed weapon is not lost and can be pulled out again later. This action costs action. Contrary to this, you can emergency rearm at the cost of no action by dropping the weapon in hand on the ground and pulling a new one. This however means that if the dropped weapon is to be used again, you need to be close to it and pick it up at the cost of one action.
- Draw: You can always draw a single handed weapon or a mix of single handed weapons from the sheath into your hand at a cost of no action. You can also use any weapon you carry in hand without any cost to the draw. However, when carrying any double handed weapon in a sheath, any weapon on your back (excluding trained witchers), a bow or crossbow other way than in a hand, or a shield not ready on your forearm/ in hand a draw costs you 1 action.
- Disengage: Anytime you score a successful hit or parry (that is you win Attack vs Defense roll on either side) you can chose to change your action into Disengage. This moment Pursuit is initiated instead of combat
- Pursuit: Attempting to flee the combat is called pursuit. Pursuit distance is a Chance roll + either Agility or Strength by your choice reduced by your armor attack penalty (light 0, medium 1, heavy 2).This roll is rolled by both the fleeing and the pursuing, the difference is the number of meters you are gaining or losing this round. If you fall into 2 meters total, you are back in combat with initiative on the pursuing side. If you breach 15 meters difference, you successfully fled the combat. Pursuer with a ranged weapon equipped may decide to open fire instead of pursuit, and in that case they have two attack actions against the fleeing target, before their target gains enough distance and is safely away.
Combat HuD buttons explained:
Chance: This one simply stands for the turn of fate. You either are lucky or not.
Attack: This button represents active attempt on hitting your target, finding for openings around enemy weapons or shield and delivering a blow.
Defense: This button represents your active weapon parry. The play where you are trying to keep in a good offensive position and at the same time block enemy weapon from reaching your body.
Damage: This button represents your attempt to hit vital spot on the enemy or an opening in their armor once you successfully played the opponent’s weapon out of the game.
Injury: This button represents your attempts to mitigate the injury by use of armor and active body movement once your blade was successfully played out of your defensive game
Chance: This one simply stands for the turn of fate. You either are lucky or not.
Attack: This button represents active attempt on hitting your target, finding for openings around enemy weapons or shield and delivering a blow.
Defense: This button represents your active weapon parry. The play where you are trying to keep in a good offensive position and at the same time block enemy weapon from reaching your body.
Damage: This button represents your attempt to hit vital spot on the enemy or an opening in their armor once you successfully played the opponent’s weapon out of the game.
Injury: This button represents your attempts to mitigate the injury by use of armor and active body movement once your blade was successfully played out of your defensive game