Changes

Jump to navigation Jump to search

Combat Primer

10 bytes removed, 15:42, 14 May 2022
no edit summary
=====Phase 1: Declaration and Movement=====
Characters declare their basic actions and intents for the round of .
Characters must declare their ACTION and TARGET or INTENT of that action.
Character movement should be handled here, and any Minor Actions for extra movement should be accounted for.
Characters should also perform Minor Actions (such as drawing a weapon you didn’t have readied or reloading an empty gun), declarations of round-long effects (such as All-Out Defense or All-Out Attack),some activations that require Rouse Checks at this time (such as activating Disciplines that would last the whole round or Conflict, or to heal).
If you have questions about whether something should happen during this phase, ask a Storyteller..
This phase is the ‘core’ of V5 LARP 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 do 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 subphasepart of the action order. ** A player may use a Ruse Rouse Check to Blood Surge an Attribute roll when they take the action (such as buffing Dexterity before using a Dexterity + Melee attack with a machete).
** A player may use a Rouse Check to activate a Discipline (as long as they haven’t already activated one during this turn of conflict), such as to use Dread Gaze or Corrosive Vitae.
** All ‘groupings’ of combatants using the same type of action act at the same time regardless of initiative.
** Groupings of combatants with differing ‘types’ of conflict (such as Kendall firing a gun from range into Michael and Esteban’s newly-engaged combat) happen in the appropriate action order (so the gun would fire before those two engaged and began clawing at each other).
The following section breaks out the action order into easily-digestable digestible chunks and explanations, but follows the same action order as detailed in the core book.
'''Conflict A: Minor Actions'''
Any remaining Minor Actions that haven’t been accounted for MUST BE handled here. Reloading a gun, drawing an unreadied a weapon, sending a text message. All Minor Actions must be accounted for due to the penalties they levy against a Primary Action in the turn.
'''Conflict B: Currently-Engaged Physical Conflict'''
 Any Physical (brawl or melee-based) conflict which was not able to be disengaged via movement from the last turn occurs here. Characters must be within appropriate range of each other to use a Melee or Brawl attack.
* For example, Franklin and James kept pace with each other from last round and are knife-fighting. Their conflict would happen here.
* The groupings of combatants can be handled in descending initiative order if necessary.
'''Conflict C: Ranged Conflict'''
 
Any Ranged-only conflict happens here.
* For example, Stephanie starts shooting at Marie, who is not engaged by anyone. Or Balzac starts firing at Henri, who is fighting with swords with someone else.
'''Conflict D: Newly-Engaged Physical Conflict'''
 
Any new Physical (brawl/melee) conflict that will start after Movement happens here.
* For example, Tristan just rolled up on Vivianne (who was using a gun to snipe his friends) with a rapier. Their conflict would happen here.
'''Conflict E: Everything Else'''
 
Any non-conflict dice pools and actions that need to be rolled are done here.
* For example, Genevieve is attempting to open a safe while her friends hold off the guards. This action would happen here.

Navigation menu