Personal Combat

World Battle System

 

Personal Combat

Definition of Terms

 

Offense: This value is the numerical representation of the goal to roll at or under for a successful attack. This value also correlates to the amount of damage inflicted.

 

Mitigation: This value is the numerical representation of the goal to roll at or under for a successful defense.

 

Endurance: This value is the numerical representation of the characters ability to continue during a battle. This value also correlates to the amount of health that each character has, which is one and a half times the total Endurance of the Character. 

 

Martial: This value is the numerical representation of the characters ability to wage war on a large scale. This includes strategy, tactics and the like.It also is an indicator of the amount of training a character has had, with respect to fighting skills, when it comes to play in personal combat

 

Presence: This value is the numerical representation of the characters ability to inspire and lead men on a large scale. It also expresses the amount of something akin to personal will power and drive to keep going on in battle.


 

How it works :


It is really a quite simple process.


One -round- of combat can be described as follows :


> Initiative is rolled - Higher roll attacks and Lower role defends. 


> Offense Roll is rolled.
 If :    
Offense + Offense Modifiers
Dice roll = Hit - and the Defender gets to roll for his Defense.
Offense + Offense Modifiers < Dice roll = Miss - and the Defense Roll need not be rolled, and instead Defender moves on to his Offense Roll.


> Defense Roll is rolled.
If :
Mitigation + Mitigation Modifiers
Dice roll = Defends, and if:
     Defending Dice roll
Offensive Dice roll = Successful Parry - Damage is applied to Attacker from Defender's parry.


Mitigation + Mitigation Modifiers < Dice roll =  Failed Defense - Damage is applied to Defender from Attacker. (No parry possible.)


Applying damage :


Damage is determined by the damage modifier of the attacker and subtracted from the health points of the defender (Endurance Value x 1.5). When a character receives more damage than they have health left, they will be knocked unconscious.


Critical Rolls :


An offensive dice roll of 1 is critical hit and deals double damage. An offensive dice roll of 20 is an automatic miss and the inability to defend on their next turn. A defensive dice roll of 1 is an automatic parry and deals double damage. A defensive dice roll of 20 is an critical fail and defender will suffer a significant injruy. Modifiers do not change the dice roll.

 

Instant Death :

 

If an offensive critical hit is defended against with a defensive critical fail (the attacker rolls a 1 and the defender rolls a 20), the defender will be dealt a mortal injury. It is left up to the player to decide if this takes the form of a blow that is instantly fatal, or one that will leave some time (no more than a day or two) before a character's ultimate demise. This rule does not apply to practice spars (unless you want it to!), but does apply to tourneys and other competitions where people aren't pulling their blows.


Optional Rolls : 


Dueling is straightforward, yet within the Game of Thrones Universe, there exist characters with a lot of unique levels of training or experience. To add such factors into Personal Combat a few Optional Rolls are presented, which may be used within player discretion, ONCE every full session of combat. They are :


Risk Roll: 
Aimed at those characters that have enough training to take what can be called 'calculated risks', in fighting.
Once during session of combat, the party dealing offense may roll a 'Risk Roll' during their turn. This is done against their Martial value. 
If :
Martial + Martial Modifiers > Dice Roll - A 'second' offense roll can be made within the same turn. 
Martial + Martial Modifiers < Dice Roll - Next turn of Defense is lost.
Calculations of Damage and health remain the same. Critical rolls in this case : 1 - Automatic Hit. 20 - Defense lost for next -two- turns.


Surge Roll:
In the heat of a duel, unexpected bursts of strength or desperate strikes are seen. One such chance can be taken when the health of a Player drops below 5. 
Once during the session of the duel, Players can roll against their Presence Stat Values.
If :
Presence + Presence Modifiers > Dice Roll - 3 points get added to their current Health level, so that they can persevere in battle. A critical roll of 1 would result in an increase of 5 points instead of 3. No penalties for rolling over the stat will be taken.

 

 

 

World Battle System

How the rolls work - Flow Diagram