Difference between revisions of "Talk:MLP Dramatic Systems"

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'''Tumbling:''' A character trained in Acrobatics can attempt to tumble through an enemy's fighting space (see the Acrobatics skill, page xxx).
 
'''Tumbling:''' A character trained in Acrobatics can attempt to tumble through an enemy's fighting space (see the Acrobatics skill, page xxx).
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===STUNNING===
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Sometimes you'd rather knock an enemy unconscious than kill him. That's why many weapons have stun settings and why stun batons and stun grenades are popular with law enforcement agencies throughout the galaxy.
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Various melee weapons and blasters have a stun setting, and switching a weapon to its stun setting (or resetting it to normal damage) is a swift action. Some stun weapons, such as stun grenades, only have a stun setting.
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Unless otherwise noted, the stun setting on a blaster weapon has a maximum range of 6 squares (no range penalties).
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Only creatures can be stunned. Droids, vehicles, and objects are immune to stunning effects.
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When you make a successful attack with a weapon that deals stun damage, subtract half of the stun damage from the target's hit points. Additional effects may occur as well, depending on the amount of damage dealt:
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• If the stun damage reduces the target's current hit points to 0, the target moves -5 steps on the condition track and is knocked unconscious (see
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Falling Unconscious, page 147).
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• If the stun damage (before being halved) equals or exceeds the target's damage threshold, the target moves -2 steps on the condition track.
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A creature knocked unconscious by a stunning effect does not die if it rolls a natural 1 on its Constitution check to regain consciousness or if it fails the check by 5 or more points. It simply remains unconscious.

Revision as of 17:08, 20 August 2013

Hier sind einige Maneuver die es nicht geschaft haben zur Standart aktion erklährt zu werden. Diese können später in der World Guide zu den Combat Maneuver hinzugefügt werden.

Charge As a standard action, you can move your speed (minimum 2 squares) in a straight line through unobstructed terrain, and then make a melee attack at the end of your movement. You gain a +2 bonus on your attack roll and take a -2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects, difficult terrain, or squares occupied by enemies, but allies do not hinder your charge.

Disarm As a standard action, you may attempt to disarm an opponent, forcing him to drop one weapon (or other object) that he is holding.

Making a Disarm Attack:

Make a normal melee attack roll against your opponent, who gets a + 10 bonus to his Reflex Defense. If your opponent is holding the weapon with more than one hand, you take a -5 penalty on your attack roll to disarm him.

If the attack succeeds, your opponent is disarmed. If you successfully disarm your opponent with an unarmed attack, you can take the disarmed weapon. Otherwise, it's on the ground at your opponent's feet (in his fighting space). If your disarm attack fails, your opponent can make an immediate free attack against you.

Improved Disarm: If you have the Improved Disarm feat (see page 85), you get a +5 bonus on your melee attack roll to disarm an opponent, and your opponent doesn't get to make an immediate free attack against you if your disarm attack fails.

Ranged Disarm: If you have the Ranged Disarm talent (see page 217), you can attempt to disarm your opponent with a ranged attack. If the attack fails, your opponent doesn't get an immediate free attack against you.

Fight Defensively As a standard action, you can concentrate more on protecting yourself than hurting your enemies. You can take a -5 penalty on your attack rolls and gain a +2 dodge bonus to your Reflex Defense until the start of your next turn. If you choose to make no attacks until your next turn (not even attacks of opportunity). you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.

Acrobatics: If you are trained in the Acrobatics skill, you instead get a +5 dodge bonus to your Reflex Defense when you fight defensively, or a + 10 dodge bonus if you choose to make no attacks.

Grapple A grapple is an improved version of a grab (see above). You can only make a grapple attempt (a standard action) if you have the Pin feat, the Trip feat, or both. You can only grapple an opponent up to one size category larger than you, and only one opponent at a time. A grappling attack is treated as an unarmed attack except that it deals no damage. If the grappling attack hits, you and the target immediately make opposed grapple checks. A grapple check is 1d20 + base attack bonus + Strength or Dexterity modifier (whichever is higher) + size modifier (see below). If your check result equals or exceeds the target's check result, the target is grappled. The effects of a grapple depend on the specific feat or combination of feats you are using (see the feat descriptions in Chapter 5: Feats): Pin, Pin and Crush, Trip, or Trip and Throw. Alternatively, if you are armed with a light weapon, you may deal damage with that weapon if you win the opposed grapple check; no attack roll is necessary. Size modifiers for the grapple check are as follows: Fine, -20; Diminutive, -15; Tiny, -10; Small, -5; Medium, +0; Large, +5; Huge, +10; Gargantuan, +15; Colossal, +20.

Acrobatics: If you are trained in the Acrobatics skill (see page xxx), you can stand up from a prone position as a swift action with a successful DC 15 Acrobatics check.

Withdraw You can withdraw from combat as a move action. To withdraw, the first 1 square of your movement must take you out of your opponent's threatened area by the shortest possible route. If you must move more than 1 square to escape the threatened area, you can't withdraw. You can move normally (take a move action) in order to escape an opponent, but you provoke an attack of opportunity when doing so. Once you clear the threatened area, you may continue to move, up to a total of half your speed. You can disengage from more than one opponent in the same action, but only if you can clear all threatened areas in your first 1 square of movement. Disengaging protects you from attacks of opportunity during your first square of movement, but you may provoke attacks of opportunity later in your turn (for example, you may move through another character's threatened area).

Aim 2 Swift Actions You can take two consecutive swift actions in the same round to more carefully line up a ranged attack. When you do so, you ignore all cover bonuses to your target's Reflex Defense on your next attack. You still must have line of sight to the target, however. You lose the benefits of aiming if you lose line of sight to your target or if you take any other action before making your attack.

Careful Shot: If you have the Careful Shot feat (page 82), you gain a + 1 bonus on your ranged attack roll when you take the time to aim first.

Deadeye: If you have the Deadeye feat (page 84), you deal extra damage when you take the time to aim first.

Acrobatics: If you are trained in the Acrobatics skill (see page 62), you can fall prone as a free action with a successful DC 15 Acrobatics check.

Full Attack As a full-round action, you can make more than one attack. To gain extra attacks, you must be wielding two weapons, wielding a double weapon, or using a special ability that grants extra attacks. When making multiple attacks, you may resolve your attacks in any order desired, declaring the target of each attack immediately before making the attack roll. Extra attacks granted from different sources are cumulative. Any penalties associated with gaining an extra attack apply to all attacks that character makes until the start of his next turn.

Attacking with Two Weapons: As a full-round action, a character armed with two weapons can attack once with each weapon, but the character takes a -10 penalty on all attacks for the round. This penalty assumes that the character is proficient with the weapon in hand; apply an additional -5 penalty on the attack roll if the character is not proficient with the weapon. A character armed with three or more weapons still only gains one extra attack, but that character may choose which weapon it wishes to use for this extra attack each round.

Attacking with a Double Weapon: As a full-round action, a character armed with a double weapon (such as a double-bladed lightsaber) can attack once with each end of the weapon, but the character takes a -10 penalty on all attacks for the round . This penalty assumes that the character is proficient with the weapon; apply an additional -5 penalty on the attack roll if the character is not proficient with the weapon. (A character who chooses to attack with only one end of a double weapon can do so as a standard action.)

Dual Weapon Mastery: The Dual Weapon Mastery feats (see page 84) reduce the -10 penalty on attack rolls when fighting with two weapons or both ends of a double weapon. A character with all three Dual Weapon Mastery feats negates the -10 penalty entirely.

Double Attack and Triple Attack: The Double Attack feat (see page 84) allows a character to make one extra attack during a full attack, but the character takes a -5 penalty on all attacks until the start of his next turn. The Triple Attack feat (see page 89) allows a character to make one extra attack in addition to that granted by Double Attack, giving the character an additional -5 penalty (tota l -10 penalty) on all attacks until the start of his next turn. If the character is armed with more than one weapon, he may choose which weapon (or weapons) he will use to make each extra attack.

SPECIAL COMBAT RULES This section describes various special rules that arise during combat. The rules are presented alphabetically by topic.

AREA ATTACKS Certain weapons and effects, such as grenades, autofire weapons, or the Force slam power, target all creatures in a given area instead of a single target. When you make an area attack, you make a single attack roll and compare the result to the Reflex Defense of every target in the area. Creatures you hit take full damage, and creatures you miss take half damage.

Burst Radius: Grenades and explosives usually have a burst radius. When you make an area attack with such a weapon, you must decide where to center the burst before you make the attack roll. The center of a burst is always on the corner of a square (at the "crosshairs").

Splash Weapons: Some weapons have a splash radius. When you make an attack against a target, that target takes full damage if your attack roll equals or exceeds the its Reflex Defense, and half damage if the attack misses. Also compare your attack roll against the Reflex Defense of every target adjacent to the primary target; these adjacent targets take half damage if the attack hits or no damage if the attack misses.

Evasion: A character with the Evasion talent (see page 50) takes half damage from a successful area attack and no damage from an area effect that misses his Reflex Defense.

ATTACKS OF OPPORTUNITY If an enemy moves out of a square adjacent to you or performs an action that forces him to let down his guard, you can make a single, immediate attack against that enemy (even if you've already acted during the round). This is called an attack of opportunity. You can only make attacks of opportunity with melee weapons, natural weapons, pistols, carbines, and any weapon with a folded stock. You may also make attacks of opportunity while unarmed if you have the Martial Arts I feat.

Provoking an Attack of Opportunity Two actions can provoke attacks of opportunity:

• Moving out of a threatened square.

• Performing an action that distracts you from defending yourself and lets your guard down while within a threatened square.

Most characters threaten the squares adjacent to them; larger characters threaten all squares within their reach (see Reach, page 161). A creature only threatens an area if it is armed with a natural weapon, a melee weapon, a pistol, a carbine, or any weapon with a folded stock.

Moving Out of a Threatened Square: When you move out of a threatened square, you generally provoke an attack of opportunity. You do not provoke an attack of opportunity if you use the withdraw action (see page 153) or if you successfully tumble (see Acrobatics skill, page 62).

Performing an Action that Distracts You: Some actions, when performed in a threatened area, provoke attacks of opportunity because they make you divert your attention from the fight at hand. The following actions provoke attacks of opportunity:

• Making an unarmed attack without the Martial Arts I feat • Aiming • Loading a weapon • Picking up an item • Retrieving a stored item • Moving into an enemy's square • Using any skill that distracts you or forces you to drop your guard (GM's determination)

Making an Attack of Opportunity An attack of opportunity is a single free attack, and you can only make one attack of opportunity per round. You don't have to make an attack of opportunity if you don't want to. An attack of opportunity is always made at your full attack bonus, minus any situational penalties you suffer. You can't make an attack of opportunity if you're flat-footed.

Combat Reflexes: If you have the Combat Reflexes feat (page 83), you can make more than one attack of opportunity during a round, and you may make an attack of opportunity while flat-footed. However, you may only make one attack of opportunity per provoking action. (Moving any number of squares is treated as a single provoking action.)

FLANKING If you are making a melee attack against an opponent and you have an ally on the other side of the opponent so that the opponent is directly between the two of you, you are flanking that opponent. You gain a +2 flanking bonus on your melee attack roll. See Diagrams 9-4 and 9-5 for examples of flanking. You don't gain a flanking bonus when making a ranged attack.

Tumbling: A character trained in Acrobatics can attempt to tumble through an enemy's fighting space (see the Acrobatics skill, page xxx).

STUNNING

Sometimes you'd rather knock an enemy unconscious than kill him. That's why many weapons have stun settings and why stun batons and stun grenades are popular with law enforcement agencies throughout the galaxy. Various melee weapons and blasters have a stun setting, and switching a weapon to its stun setting (or resetting it to normal damage) is a swift action. Some stun weapons, such as stun grenades, only have a stun setting. Unless otherwise noted, the stun setting on a blaster weapon has a maximum range of 6 squares (no range penalties). Only creatures can be stunned. Droids, vehicles, and objects are immune to stunning effects. When you make a successful attack with a weapon that deals stun damage, subtract half of the stun damage from the target's hit points. Additional effects may occur as well, depending on the amount of damage dealt:

• If the stun damage reduces the target's current hit points to 0, the target moves -5 steps on the condition track and is knocked unconscious (see Falling Unconscious, page 147). • If the stun damage (before being halved) equals or exceeds the target's damage threshold, the target moves -2 steps on the condition track.

A creature knocked unconscious by a stunning effect does not die if it rolls a natural 1 on its Constitution check to regain consciousness or if it fails the check by 5 or more points. It simply remains unconscious.