Showing posts with label Initiative. Show all posts
Showing posts with label Initiative. Show all posts

Sunday, 27 September 2020

Combat, Revisited

 There are several 'parts' of combat, that are often not addressed. While they may not be obvious to the roleplayers in general. If a players is interested here's the reasoning and logic to the way the stats are why they are:

Combat Break Down

In All parts of Combat, it comes down to three simple structures to an attack. Anticipation. Contact. Recovery.

Anticipation, is the part when you decide your going to make an attack. Mechanically, you declare an attack, and pick up your dice. BUT, in that part of the game, your character is 'looking' at where they may attack, and preparing the swing. They anticipate hitting the target.

Contact, happens as they expected, or not, or worse, shocking them into how badly the missed, or in some cases, shocking them into how successful they hit.

and Recovery, gets their weapon back out of the Contact and prepared ready for either defence or the next attack.

Initiative takes all three components into account, which is why the absolute minimum of 3 initiative exists. When a player starts basic combat, they only care to 'hit', even Initiative in basic combat is obfuscated out into 'number of attacks'. And if the characters is a non combatant, they may never learn, understand nor care about the parts of combat.

But. Epic Warriors will.

First, Anticipation. 

A Warrior worth their salt, will take a -2 to hit, to 'not look' at the target, why? because the first defencive skill anyone takes is being aware of the attack. Gauge opponent, Gauge Attack, Gauge Swing, all allow the Warrior the ability to 'see it coming' adding massive +3s to defence each. The Simple dead stare skill negates the last two completely. And with some fancy skill changes every round, can negate the first too. 

Also, a Player can feint an attack, they spend 1/3rd of the Initiative (the anticipation part) to trigger the opponent into a defence position (negating their defence for the round) and then follow up with a real attack, which the opponent didn't defend against.

Next Contact. 

Early in a Warriors career, a GM can trigger a whole range of reactions in characters, epic failures and epic successes, can cause a shock attack. the player has to roll under their level on 2d12. If unsuccessful, they can lose their attention, and be open to counter attacks from other opponents.

There is a whole gamut of skills that can be triggered in the contact portion of the blow, from increased damage, twisting weapons for increase wounds, cutting deeper, but also many powers activate on contact with the target. Players should be aware of their skills, failure to activate a skill because the player was not concentrating, means their character was also, lost in the event and the skill/spell or ability was not performed, or in the case of trigger events, some cause of fate, the event didn't trigger. Combat should be fast, and rewinding for lax players will slow things down.

Recovery though can be the most important. 

Some Warriors, knowing the advantages of the round by round, might forgo the recovery phase, and take advantage of the wounded, and winded opponent. flurry of blows, ignores the recovery phase, and allows the character to make a subsequent attack at 2/3rds the initiative, provided they hit. Shivs can perform a larger amount of damage from sequential hit after hit. The opponent loses the recovery phase to prepare to defend, as does the attacker, and the attacker must focus the attack on the same target, location and other factors.

But, Opponents with good combat skills can also take advantage of these three slots of time.

Weapons with a heavy Anticipation Initiative, will find themselves at the mercy of smaller quick weapons. Any weapon with an Initiative under half that of the attacking Initiative, can under basic combat rules make a jab attack, and if successful, will disrupt the attack from taking place, yet the Initiative for the Contact and Recovery is still spent, and the jabbed victim must often wait out the pain Initiative too.

With some skills involved, an Attack, can be parried in the contact phase, and even turned back against the attacker.

And lastly, When the Attacker attempts recovery, a quicker opponent might now take advantage and get in their own strike, or now, retreat to run away. 


Just some thoughts for you, next time you're playing dd12.  

Wednesday, 30 April 1997

Initiative and All the Other Numbers

So Characteristics and Statistics were in.. but we still had a lot of little left over numbers. Days until starvation? ABR bonuses? Initiative? For the bulk of it, it was values that got listed on the back of your character. Your "background".

Height, weight, hair colour, all part n parcel of your character..

well that changes quickly as we needed Initiative & ABR on the front page, for combat.

So what was needed? Initiative was a value that has gone up and down over time, most games have some value of Initiative, Actions from Warhammer, Armour Bypass Rolls (ABR) from Dragon Warriors, Punch Damage was needed, Study & Crafting base abilities were added, as players would need a quick reference for 'deciphering manuscripts' or 'researching information' or just plain old 'make rope bridge'

Later, Some of these become core Statistics, or even reverted back to Skills. What is Crafting? at its core, its some level of mechanical reasoning and dexterity to perform the task, well thats just a WIS + DEX roll if you don't have any associated skills.

ABR was and still is, a nice clever way to increase damage, based on your characters strength (to puncture armour) and dexterity ( to aim for the weak spots) with a dash of wisdom (plain ole smarts) plus players could improve this value over time with skills, spells and attributes.

But Initiative.. well this was one of my crowning joys

Initiative

In the beginning, Initiative was based on Speed, and that meant reflexes. But also wisdom, because you had to be able to think quickly. But what was Initiative?

So, with a lot of research..  Initiative is: your ability to swing a weapon fast (strength & dexterity) your ability to act quickly under stress (courage) your ability to take a blow (constitution) and recover from the pain (willpower), Your speed of though and wit (Intelligence and Wisdom) your attunement to the external forces (psychic), how quickly you can word your speech (charisma) and any distraction bonuses from your (Looks) and of course if your (Luck)y, Oh did I forget.. Reflexes? Speed? the Initiative starter.. lets include that twice for good measure.

Actually the inclusion of all the numbers didn't happen until later in '97, according to older charactersheets, it'd have been a set of bonuses from the above stats, to make a number to match a dice, then you rolled that dice. But for some insane reason, we abandoned that, in favour for something that was far more like D&D.. until years later when I was compiling version #3 and thought long and hard and said.. you know what? this makes more sense.. and put it back in.

But back in 97-00, it was something along the lines of Initiative of around 150. which divided by 10 into a combat Initiative of 15, which was your turn order & told you how many times you could swing a sword. and still works, mostly, like that today (except + a dice like as above)