Difference between revisions of "ACSX"

From Arthos
Jump to: navigation, search
Line 2: Line 2:
  
 
==Preface==
 
==Preface==
Active Combat System: Experimental is the code name for [[Feldspar|Feldspar's]] corollary to the old ACS system. The goal is to maintain the deadliness and GM control of ACS while officiating the crunch (making it less arbitrary).
+
Active Combat System: Experimental is the code name for [[Feldspar|Feldspar's]] corollary to the old ACS system. The goal is to maintain the deadliness and GM control of ACS while officiating the crunch (making it feel less arbitrary).
  
 
==Combat Interactions==
 
==Combat Interactions==
Line 15: Line 15:
 
When an acting character decides to attack another character willing and able to fight back, they both enter a state of dueling. Both actor and reactor will make opposed rolls relevant to their equipped weapon. A dueling action will end in a stalemate if their modified rolls are equal. When one roll exceeds another, the action concludes with the character with the higher roll <b>hitting</b> their opponent. <br/>
 
When an acting character decides to attack another character willing and able to fight back, they both enter a state of dueling. Both actor and reactor will make opposed rolls relevant to their equipped weapon. A dueling action will end in a stalemate if their modified rolls are equal. When one roll exceeds another, the action concludes with the character with the higher roll <b>hitting</b> their opponent. <br/>
  
The end of a dueling action does not necessarily mean the end of a fight and indeed a fight may rage on for several actions.
+
The end of a dueling action does not always end the fight and indeed combat may rage on for several actions.
  
::<b>Example</b>
+
:<b>Example</b>
 
::Actor A attacks Reactor B with a sword
 
::Actor A attacks Reactor B with a sword
 
::Reactor B defends herself with a club
 
::Reactor B defends herself with a club
Line 25: Line 25:
  
 
===Determining Injury===
 
===Determining Injury===
 +
Hitting an opponent does not necessarily mean [[Damage & Fatigue|injury]]. Sometimes connecting strikes can be misaligned or glance harmlessly off one's [[armor]]. When a character is hit, subtract their combat roll from the opponents combat roll to determine the <i>surplus</i>. If the surplus meets or exceeds the hit character's [[armor|armor class]], they sustain a [[Damage & Fatigue|minor wound]]. If the surplus exceeds their armor class <b>doubled</b>, they sustain a [[Damage & Fatigue|major wound]] and if <b>tripled</b>, they sustain a [[Damage & Fatigue|mortal wound]].
 +
 +
:<b>Example</b> -- (continued from dueling example)
 +
::Reactor B nets 16 against Actor A's 11
 +
::Reactor B hits with surplus of 5
 +
::Actor A is wearing [[armor|leather armor]] and has an [[armor|armor class]] of 3
 +
::The surplus 5 exceeds 3 but does not exceed 3 doubled (6)
 +
::Actor A suffers a [[Damage & Fatigue|minor bludgeoning injury]]
 +
::GM describes the situation as Reactor B parrying a few swings before walloping Actor A in the arm

Revision as of 20:37, 16 February 2018

Note: ACSX is currently untested and unofficial.

Preface

Active Combat System: Experimental is the code name for Feldspar's corollary to the old ACS system. The goal is to maintain the deadliness and GM control of ACS while officiating the crunch (making it feel less arbitrary).

Combat Interactions

Initiative

Unlike standard D&D combat, ACS initiative is dependent on the players taking initiative in the form of role-playing decisions. Combat begins when the first character decides to attack. In rare cases, (ambushes for instance) the first turn may depend on one or more character's dexterity save, representing their reflex.

Turn Progression

Once the first character takes action, combat follows a free-form order depending on PC and NPC preoccupations. Rather than following a rigid process wherein characters take turns wacking each other, ACS treats combat much like it does any other interaction. One of the defining features of ACS is the emphasis on opposed rolls. When one character (the actor) chooses to interact with another character (the reactor), both must make rolls against each other in order to fully represent their skills.

Dueling

When an acting character decides to attack another character willing and able to fight back, they both enter a state of dueling. Both actor and reactor will make opposed rolls relevant to their equipped weapon. A dueling action will end in a stalemate if their modified rolls are equal. When one roll exceeds another, the action concludes with the character with the higher roll hitting their opponent.

The end of a dueling action does not always end the fight and indeed combat may rage on for several actions.

Example
Actor A attacks Reactor B with a sword
Reactor B defends herself with a club
Actor A rolls a 4 (+3 from strength and +4 from dueling skill) netting an 11
Reactor B rolls a 13 (+2 from dexterity and +1 from dueling skill) netting a 16
The interaction ends with Reactor B hitting Actor A

Determining Injury

Hitting an opponent does not necessarily mean injury. Sometimes connecting strikes can be misaligned or glance harmlessly off one's armor. When a character is hit, subtract their combat roll from the opponents combat roll to determine the surplus. If the surplus meets or exceeds the hit character's armor class, they sustain a minor wound. If the surplus exceeds their armor class doubled, they sustain a major wound and if tripled, they sustain a mortal wound.

Example -- (continued from dueling example)
Reactor B nets 16 against Actor A's 11
Reactor B hits with surplus of 5
Actor A is wearing leather armor and has an armor class of 3
The surplus 5 exceeds 3 but does not exceed 3 doubled (6)
Actor A suffers a minor bludgeoning injury
GM describes the situation as Reactor B parrying a few swings before walloping Actor A in the arm