Changes

Jump to navigation Jump to search

Combat Primer

60 bytes added, 16:05, 14 May 2022
no edit summary
{{Rules
|rules=__TOC__The Combat Primer isn't so much 'new rules' as it is a treatise on applying the conflict rules in the book.
Vampire the Masquerade 5th Edition makes a number of significant changes to the combat mechanics and related rules from prior editions. These changes have been made in order to streamline the combat and make it take less time overall. But the examples in the V5 core book are pretty bad. Even per the developers like Karim Muammar, some of the examples in the book were either unfinished or poorly done based on the intent or context of various rules.
In this article, we are going to discuss a number of aspects of combat, how to use the system effectively, and give examples of various permutations of the combat system. We will be covering both the Basic Combat rules and the Advanced Combat rules; starting with Basic Combat and then addressing the Advanced Combat rules in order to showcase how to 'tack on' the Advanced Combat methods and mechanics to base combat.
__TOC__
==Basic Combat==
Basic combat begins on the V5 core, pg 123 under the Conflicts header. The first thing we're going to go over in this article is a bit of a breakdown of a Conflict.
The conflict order of operations for Vampire the Masquerade 5th Edition is pretty straightforward, based on the options presented on pages 124 and 125 of the core rule book, but there are often many questions such as when to use Disciplines, what happens with Initiative, and others that are unclear. After running V5 regularly since its release, the discussions with Karim Muammar about the unclear combat/conflict mechanics and studying the limits of other things from the book such as Discipline activations, we have determined what we are referring to as the Optimal Conflict Order. In practice, the below layout has held up in both tabletop and LARP conflicts using the core book mechanics.
===The BaselinesBaseline===
To reiterate from the core book, the action order in conflict, or the Combat Turn, is structured in the following manner:
- The ST determines the scene.
=====Phase 2: Conflict=====
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 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.
** A player may use a 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.*** For example, if Hector is being targeted by James, Julio and Xavier with a brawl/melee attack, all four characters act at the same time.** Groupings of combatants with differing ‘types’ of conflict (such as Kendall firing a gun from range at Michael, into Michael and Esteban’s newly-engaged claw duel) happen in the appropriate action order (so the gun would fire before those two engaged and began clawing at each other, and you would resolve Kendall's firearms pool against Michael's appropriate pool or Difficultyduring the Ranged Combat phase, then later deal with Michael and Esteban trying to tear each other apartduring Newly-Engaged Physical Combat).
The following section breaks out the action order into easily-digestible chunks and explanations, but follows the same action order as detailed in the core book.
'''Conflict B: Currently-Engaged Physical Conflict'''
 
Any Physical (brawl or melee-based) conflict which was not able to be disengaged via movement 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.
'''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