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Combat Primer

696 bytes added, 18:14, 12 February 2020
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Generally, you're going to use Advanced Conflict on more meaty or important conflicts; things like Three and Done (pg. 130) are great for short conflicts, but for the showdown with the coterie who framed you for murder or the Inquisitors who killed your sires, players might want more time and more options. Additionally, a number of players in general will want these options in order to mimic the prior Vampire rules as close as they can. All of these options are here for the Storyteller to play around with. We will be picking up here from the Additional Conflict Options on pg. 296 of the core, as the prior Advanced options (Are We Done Here?, Concessions, One Roll, Exuent) are pretty straightforward in their application.
* Advance: This type of advanced conflict option represents working towards the goals of the conflict; a number of options are on pg. 296, but applying those options is less an 'in the moment' conflict concern and more of a narrative concern. Advance is most easily used in Social conflict. Examples of an Advance in Social conflict might be providing appropriate refreshment that pleases an elder (such as the blood of his favored type of mortal, directly from the tap), providing the files you procured earlier in the night, and others. Advances are generally a specific type of Extended Test, usually in conjunction with some other goal, and aren't often designed for a physical conflict, since their outcome should often be story-based.
* Maneuver: This type of advanced conflict option is most directly relevant to combat, thouhg though it can also apply to social conflict. Relevant to physical combat, Maneuvers are some action you take to gain an advantage in a conflict, and for combat, cover most of the options that were spelled out in minutiae, in prior editions of Vampire such as aiming, flanking, providing distractions, and any 'bonus option' from the old combat systems. Maneuvers are the best place where the mechanics and narrative comingle, as players get to do their awesome stuff (often referred to as stunting in other games) and show off in the narrative for bonuses. If you're familiar with Scion or Exalted, compare to 'stunting' but with a die roll. The character must make an appropriate roll, such as perhaps a Dexterity + Stealth roll to flank, or a Wits + Awareness roll for aiming under pressure with the ST awarding a bonus based on the action and how well they succeed. The book suggests not to exceed a +3 dice bonus, and a good rule of thumb should be a +1 or +2 for reasonable common actions, with an additional +1 on a Critical Win.
* Block: There are no examples in the book of how to apply a block, particularly in physical conflict. A block is, for all intents and purposes, a distractionary measure to keep someone's sights away. In physical combat, a block might be laying down cover fire or shoving boxes from the catwalk onto their heads. Based on the text, blocks are intended to impede the target; in combat, a character must test against the Block's successes to be able to perform their chosen action against their chosen target.
* All-Out Defense: Pretty self-explanatory in its text. A good option when cover is in place.
* Initiative: Initiative, as described on pg. 300, breaks down , to a point , in combat due to the way that split attack pools work. There is no specific advice in the book about using it, but we've found that all characters attacking each other should act at the same time regardless of initiative, and then anything else they're doing (such as moving) happen on their initiatveInitiative. Initiative can be used to break ties otherwise, but storytellers Storytellers lose nothing by not using the Initiative rules.
* Surprise Attacks: This section is pretty straightforward in the book.

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