Open main menu

Changes

Combat Primer

220 bytes added, 12 April
no edit summary
===Physical Conflict Dice Pools===
The core book presents a number of potential dice pool options for physial combat, due to the malleability of what can be done during a combat turn in this section. This confuses a lot of people, since legacy editions of Vampire the Masquerade generally had very set dice pools for specific actions. For ease of access, some of the most common pools characters will use (including some pools listed in Advanced Combat, reiterated here for ease) arepresented as follows. Note that this is NOT a comprehensive list, and Attribute + Skill combinations should be determined based on the narrative by the Storyteller:
* Brawl-based Physical Combat: Strength + Brawl (punches, kicks, bodyblows, martial arts maneuvers, claws)
* Light weapon-based Physical Combat: Dexterity + Melee (attacks that don't rely solely on your strength, but on the speed and accuracy of a lighter weapon such as knives, short swords, rapiers, whips, light spears)
** Non-lethal defense: A pool using the Brawl or Melee skills (utilizing your brawling talents to block or redirect, or your melee talents to defend with a parry or a bind). Non-lethal defenses normally can't be used in response to Firearms conflicts, but may at ST discretion if narratively appropriate, such as if a gunner is in melee/brawl with the defender.
Both the attacker and defender will use these pools (in the case of someone trying to solely defend, will use Dexterity + Athletics to dodge). Other factors can change combat (such as setting a static Difficulty for Ranged combat, rather than a dodge pool). By default, however, if someone is trying to not get hit and they're not immobilized or assumed to have no cover, they would use the Dex + Athletics pool. The conflict examples in the book are a bit bad, and Karim has said that some of the intent was lost; a full set of examples will be below showing how pools interact.
===Conflict Order of Operations===
=====Phase 2: Conflict=====
This phase is the ‘core’ of V5 LARP Vampire the Masquerade 5th Edition combat, but should resolve fairly quickly assuming everyone is organized. All movement positioning is now complete, and most Minor Actions should be completed by this time. A few notes about conflict:
* Rouse Checks: Rouse Checks are performed when they are required by an action that uses Rouse Check. As a reminder, you may perform a Rouse Check once per turn per each thing that requires a Rouse Check. For example:
** A player may use a Rouse Check to Blood Heal at any point in Conflict, in any phase or part of the action order.