Group Toolbar Menu

Forums » RPG System Suggestions and Questions » Combat 101

We realize that not everyone who plays Furc is familiar with the general format for combat. So here are some basics to get started with, and as always feel free to contact staff to get further assistance with combat.

The basics:

Each post is usually comprised of a response to actions taken by your opponent followed by your attack. Beyond that you want to be as detailed as possible with what your char is doing as it will help everyone else visualize correctly what's going on. It also prevents questions about how your char is performing actions (i.e. Was he swinging with his left or right arm? Is she pulling that punch?).

Find a balance between realism and fantasy:

This is a suggestion and a compromise. Everyone wants their char to pull of some ninja epic feat of some sort once in awhile and that's totally cool! All the time though and it gets old. Having been in fights (SCA, Amtgard, school, etc.) it is VERY rare for anyone, unless it's a really one-sided match, to come out of a fight without getting hit. On the realism side it's good sportsmanship to take some damage, otherwise the fight is going to feel like Bruce Lee taking on Chris Farley. Find a balance between being awesome and having a little bad luck here and there.

Dice:

No one is required to use dice in this dream outside of the challenges/games that have them posted (kiwi racing, blackjack, etc.). That said, dice rolling has traditionally been the backbone of Role-Playing games since their inception. They might not like you, (I know they hate me) yet they provide the random chance and chaos of a real fight. We have a 'house' system that you can use to create more realism which will be expanded upon below. The challenge, suspense, and random outcomes of the dice can make a combat really fun and memorable in most cases. Give it a shot.

Fair escape:

This is to allow chars to get the hell away from a combat they really don't want to be in. If no other char posts any attempt to stop your char or pursue them that succeeds in two rounds you're outta there. It might not be the most heroic way, but if you're up against a warbear we all understand. You also do not have to enter a combat if you don't want to. Likewise if you feel like something is very wrong is going on in a combat you don't have to continue. I'd like to point out here that staff is willing to help, yet we may not have time to resolve every combat issue that comes up. Attempt to resolve the issue with the other player before involving an admin please.

Don't be afraid to ask questions:

As long as the question pertains to the combat it is never really a stupid question so don't be afraid to ask. Here's some examples:
Is that sword full tang or half tang? (impact with an axe situation)
Is she swinging her mace like she's traditionally trained or self-taught?
Anything you think you need to know you should ask in a polite manner. Most people are more than happy to talk about their chars, (i.e. Why thank your for noticing, yes that gladius is of Olde World design.) so no worries.

(More to come as I have time.)

Remove this ad

'Real' combat versus sparring:

These two types of combat are similar yet different in one simple aspect. If you are trying to kill or maim your opponent you cannot be sparring. In 'real' combat there is a possibility of serious injury or death (if your char consents to death, which all the cool kids are doing). Sparring on the other paw generally only causes bruises, sprains, or maybe a couple compound fractures, concussions.
Sparring usually means you're using practice weapons, or at the least pulling blows short and wearing some kind of protection. The guardhouse does have practice weapons that can be borrowed by furres, but if you break it you bought it or have to help them make a replacement if the char is too poor.
For 'real' combat between chars the law for the Rebels is that duels must be declared and publicly posted with at least two days after being announced (use the IC message board). This is to give the combatants time to cool down (or agitate each other), or for others to try and de-rail the fight if necessary. The rebellion cannot afford to lose too many furres so duels are honored but not encouraged.

Healing:

If you're gonna get injured you're gonna have to get better. The simple solution would be magic, but mage healing is reserved for those that are considered vital to the administration of Scarhawk, followed by it's defensive furres, then those dealing with logistics. Of course this can all be trumped by a life-threatening situation. What we're getting at here is that if your char breaks their arm, and they're not scheduled for guard duty, not a noble, and not responsible for important castle supplies they're not likely to gain magical healing.
This leaves most chars with slings, bandages, herbs, and the more mundane methods of healing. Part of the fun with RP after combat is being a little banged up and dealing with injuries for a little while. We don't expect you to take two or four weeks to heal a broken arm (you can if you want, we don't stop you) so shortening the healing time from real estimates somewhat is perfectly alright.

Psionics and Magic:

There are two major types of fighting involving mages. The first is a mage/psionic versus another mage/psionic. Second would be a non-mage fighting a mage/psionic. We'll start with the first.
Using non-physical versus non-physical methods of attack and defense clash if they are the same type which means the more powerful or effective side will win the given action. If they are different types they do not effect one another and resistances go to the target. It can be up to the players if the spells being thrown around have visual effects or not.
Now for physical versus non-physical attacks. Here we will note, THERE IS A REASON MAGES AND PSIONS DO NOT FIGHT ON THE FRONT LINE! Most spells and psionics are non-physical in nature so they cannot deflect a physical attacks so both will usually end up on target. A mage or psion's best defense is not getting hit at all by dodging or blocking. Adversely a mundane fighter's best defense against magic and psionics is to also not be struck.
Fights between mage/psions and mundanes are generally rare and short-lived with one always desiring to get a jump on the other. Which is also a good idea in almost any encounter either way. These types of combat can be fun if done right, one just always needs to be clear about what is going on. Always ask questions when magic, or psionics are involved since some of the details or mechanics of the action may not be clear to everyone.

Moderators: Git Phelen (played by Git) Nethal Lyre (played anonymously) Narsuun (played anonymously)