The Snowed Inn

A Steam-fantasy RPG

Rules
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Combat

If you get into more than an unarmed barfight, your fight begins to disrupt ongoing RP, we get a complaint about your fight, or either of us is just tired of watching you go on, you will be kicked. Most likely with some IC comment about 'Get the hell out of my bar, ye blight-cocked ruffians!' You're more than welcome to return, once you've got it out of your system.

However, some combat scenes are expected, due to overarching plots in progress. If you are running a plot that is expected to result in combat in the inn, please let one of the mods know, so that we can also expect it.

We use a combat system that is loosely based on The Window, by Scott Lininger. The basic precepts of the system we use are: first, that a character should be described as a person, not a collection of stats — say 'John is an expert bowyer', not 'John is a d8 at making bows'; second, that it is the player's responsibility to play realistically, for their character; third, that the end goal is a good story; and fourth, that in any dispute over mechanics, the Storyteller running the scene will be presumed correct, for its duration.

In the event a combat begins, a posting order will be enforced until it ends, by the referee named by the combatants. Generally, characters of higher agility will have the opportunity to move first, but identical agility dice can be reconciled by rolling them, with the lowest roll going first.

Whether in combat or in a static challenge, such as picking a lock or shooting a target, the lower your roll, the better it is. For static challenges, the normal difficulty is 6. This means if you roll a six or less, you can defeat a challenge of normal difficulty. Some challenges are easier (a higher number) or harder (a lower number), by the Storyteller's discretion.

In a combat situation, the attacker should first post an attack, and then roll the skill die he or she means to use in the attack. If the defender dodges, an agility roll is needed. If the defender blocks, roll the appropriate weapon or combat skill. After both attack and defence rolls are made, the defender should make a post based on whether he or she was actually struck by the attacker. Remember! Lowest roll is the success.

There is no need to roll for uncontested actions. Using items or casting healing spells on allies will automatically succeed. Once the action is resolved, the turn ends, and the next combatant chooses an action. A round is complete when all characters have taken a turn, and the next round begins with the first character, again.

Example Combat

*A aims her bow and fires a flaming arrow at B! He will not escape judgement for what he did to A's sister!
System: A rolls 1d10 for 3
System: B rolls 1d12 for 6
*B is struck in the shoulder by the arrow! He screams in pain and tries to find a way to put out the flame, finally leaping into a horse trough.
Storyteller: ((-1 Health to B. B's turn.))
*B cannot do much with an arrow stuck in his shoulder, and takes this turn to pull it out.
Storyteller: ((C's turn.))
*C is concealed around the side of the building. She could step out and attack A, but she isn't very good at fighting, so she decides to help B do it, instead, and magically heals his wound.
Storyteller: ((+1 Health to B. End round. A's turn.))