Post by Ikon on Apr 28, 2010 11:09:43 GMT -8
Extra Combat Actions:
This is the rule set for werewolf combat. Any special maneuvers or gifts or anything regarding combat can be applied to this system with its own modifiers.
Everyone starts out with a standard action that happens on their initiative. Any actions beyond this initial action is considered an extra action. This includes splitting your standard action into multiple actions and spending rage. These extra actions happen one at a time after everyone has taken their first action.
Ex. Bob is fighting John. Bob splits his standard action two ways and John spends 1 rage. After both bob and john have taken their first action. They both move on to their extra actions.
Extra actions happen in succession until no one has any extra actions left.
Ex. Bob is fighting John. Bob splits his standard action two ways and John spends 3 rage. After the first action, both john and bob both take their first extra action. After the first extra action John has 2 extra actions remaining therefore he gets to act two more time where as Bob does not. This works the same way for any number of opponents.
There is an Order of operations for extra actions. Extra actions gained by splitting your standard action happen before rage actions. This has significance due to the loss of dice you incur by splitting your standard action. Dice loss due to splitting actions can be easily calculated by taking the number of actions you are receiving in lieu of your standard action and subtracting one additional die for each successive action gained this way.
You do not lose any dice for actions gained by spending rage.
Ex. Bob is fighting John. Bob splits his standard action two ways. Bob will lose 2 dice on the first action and 3 dice on the second action.
Ex. Bob is fighting John. Bob splits his standard action four ways. Bob will lose 4 dice on the first action, 5 dice on the second action, 6 dice on the third action, and 7 dice on the fourth action.
Ex. Bob is fighting John. Bob splits his standard action three ways and spend 1 rage. Bob will lose 3 dice on the first action, 4 dice on the second action, 5 dice on the third action, and 0 dice on the fourth action because it was gained by spending rage.
Now there is theoretically no limit to the amount of actions you can have in a round, but keep in mind, if you take too many actions you are much more likely to botch cause harm to you or your friends. Now as your number of action increases, your character will reach his normal limit. This is represented by your Dexterity(physical) and Wits(mental). Should the number of EXTRA ACTIONS(this does not include your first action) Exceed either your Dex or your Wits, you will gain a +3 difficulty modifier to ALL actions taken in that round.
Ex. Bob is fighting John. Bob has a Dex of 4 and a Wits of 3. Bob splits his standard action three ways and spends 1 rage. Bob has a total of 3 extra actions, which is no higher than either his Dex or his Wits, therefore he does not have an added difficulty for his actions that turn.
Ex. Bob is fighting John. Bob has a Dex of 4 and a Wits of 3. Bob splits his standard action three ways and spends 2 rage. Bob has a total of 4 extra actions, which is higher than his wits, therefore he has a +3 difficulty modifier for every action he takes including his first action. This penalty is cumulative with the loss of dice attributed to splitting his standard action. Meaning his first action will be +3 difficulty AND minus 3 dice.
Gifts can be activated on any action not gained by spending rage.
Ex. Bob is fighting John. Bob splits his standard action 3 ways and spends 1 rage. Bob can choose to activate a gift such as Staredown on his first action, or he can wait until his first or second extra action to activate it, but, he cannot activate it on his third because it was gained by spending rage.
Note: You can still only activate one gift that requires concentration per turn. Also, if the gift requires a full round to activate (ie. Luna’s Armor) you cannot split your standard action nor can you spend rage. You must devote the entire turn to activating that gift.
Also, any action be it your first action or an extra action can be freely aborted to a defensive action (ie. Block, Parry, or Dodge). Extra actions can be used at any time for additional deffensive actions, but still occur in successive order.
Ex. Bob on initiative 5 is fighting John on initiative 10. Bob splits his standard action two ways and spends 1 rage, and John spends 2 rage. John uses his first action to attack Bob. Bob decides that he wants to defend, therefore he uses his first extra action as a defensive action. So he loses three dice to his defensive action because he split his standard action two ways.
It is now bob’s turn to act. Bob decides to return the favor and attack John. So bob is two dice to his attack because he split his standard action two ways. John decides he wants to use one of his extra actions to defend against Bob’s attack. Now because John gained that action using rage, he loses no dice.
Now after the first round is done, both John and Bob have only one action left. John decides to use his final extra action to attack bob again. Bob decides to use his final extra action to defend again. Because both John’s and Bob’s extra actions were gained using rage, neither lose any dice. The round is now over.
*Magic Rob Addition-
Due to how oppressively long mass combat can take (and how completely illogical it can be to see so many actions in a mundane 3 second period), we are limiting the number of mundane actions a character can make in a single turn 5. This means that regardless of your total dice pools, you are limited to 5 normal actions and however many actions your Rage allows.
(My thanks to Adam for this)
This is the rule set for werewolf combat. Any special maneuvers or gifts or anything regarding combat can be applied to this system with its own modifiers.
Everyone starts out with a standard action that happens on their initiative. Any actions beyond this initial action is considered an extra action. This includes splitting your standard action into multiple actions and spending rage. These extra actions happen one at a time after everyone has taken their first action.
Ex. Bob is fighting John. Bob splits his standard action two ways and John spends 1 rage. After both bob and john have taken their first action. They both move on to their extra actions.
Extra actions happen in succession until no one has any extra actions left.
Ex. Bob is fighting John. Bob splits his standard action two ways and John spends 3 rage. After the first action, both john and bob both take their first extra action. After the first extra action John has 2 extra actions remaining therefore he gets to act two more time where as Bob does not. This works the same way for any number of opponents.
There is an Order of operations for extra actions. Extra actions gained by splitting your standard action happen before rage actions. This has significance due to the loss of dice you incur by splitting your standard action. Dice loss due to splitting actions can be easily calculated by taking the number of actions you are receiving in lieu of your standard action and subtracting one additional die for each successive action gained this way.
You do not lose any dice for actions gained by spending rage.
Ex. Bob is fighting John. Bob splits his standard action two ways. Bob will lose 2 dice on the first action and 3 dice on the second action.
Ex. Bob is fighting John. Bob splits his standard action four ways. Bob will lose 4 dice on the first action, 5 dice on the second action, 6 dice on the third action, and 7 dice on the fourth action.
Ex. Bob is fighting John. Bob splits his standard action three ways and spend 1 rage. Bob will lose 3 dice on the first action, 4 dice on the second action, 5 dice on the third action, and 0 dice on the fourth action because it was gained by spending rage.
Now there is theoretically no limit to the amount of actions you can have in a round, but keep in mind, if you take too many actions you are much more likely to botch cause harm to you or your friends. Now as your number of action increases, your character will reach his normal limit. This is represented by your Dexterity(physical) and Wits(mental). Should the number of EXTRA ACTIONS(this does not include your first action) Exceed either your Dex or your Wits, you will gain a +3 difficulty modifier to ALL actions taken in that round.
Ex. Bob is fighting John. Bob has a Dex of 4 and a Wits of 3. Bob splits his standard action three ways and spends 1 rage. Bob has a total of 3 extra actions, which is no higher than either his Dex or his Wits, therefore he does not have an added difficulty for his actions that turn.
Ex. Bob is fighting John. Bob has a Dex of 4 and a Wits of 3. Bob splits his standard action three ways and spends 2 rage. Bob has a total of 4 extra actions, which is higher than his wits, therefore he has a +3 difficulty modifier for every action he takes including his first action. This penalty is cumulative with the loss of dice attributed to splitting his standard action. Meaning his first action will be +3 difficulty AND minus 3 dice.
Gifts can be activated on any action not gained by spending rage.
Ex. Bob is fighting John. Bob splits his standard action 3 ways and spends 1 rage. Bob can choose to activate a gift such as Staredown on his first action, or he can wait until his first or second extra action to activate it, but, he cannot activate it on his third because it was gained by spending rage.
Note: You can still only activate one gift that requires concentration per turn. Also, if the gift requires a full round to activate (ie. Luna’s Armor) you cannot split your standard action nor can you spend rage. You must devote the entire turn to activating that gift.
Also, any action be it your first action or an extra action can be freely aborted to a defensive action (ie. Block, Parry, or Dodge). Extra actions can be used at any time for additional deffensive actions, but still occur in successive order.
Ex. Bob on initiative 5 is fighting John on initiative 10. Bob splits his standard action two ways and spends 1 rage, and John spends 2 rage. John uses his first action to attack Bob. Bob decides that he wants to defend, therefore he uses his first extra action as a defensive action. So he loses three dice to his defensive action because he split his standard action two ways.
It is now bob’s turn to act. Bob decides to return the favor and attack John. So bob is two dice to his attack because he split his standard action two ways. John decides he wants to use one of his extra actions to defend against Bob’s attack. Now because John gained that action using rage, he loses no dice.
Now after the first round is done, both John and Bob have only one action left. John decides to use his final extra action to attack bob again. Bob decides to use his final extra action to defend again. Because both John’s and Bob’s extra actions were gained using rage, neither lose any dice. The round is now over.
*Magic Rob Addition-
Due to how oppressively long mass combat can take (and how completely illogical it can be to see so many actions in a mundane 3 second period), we are limiting the number of mundane actions a character can make in a single turn 5. This means that regardless of your total dice pools, you are limited to 5 normal actions and however many actions your Rage allows.
(My thanks to Adam for this)