Combat

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This section deals with how fights are resolved using SPURG. The first section contains the basic rules for resolving combat. The second section, Advanced Combat, contains rules that go beyond the scope of the basic combat rules, and is intended to be used with RPGs that favor more detail, options, and tactical consideration in how combat is handled.

Starting Combat

Combat begins when two or more characters engage in a physical altercation. At this point the players each take turns describing what their characters do. SPURG encourages GMs to start and stop the combat sequence whenever it is appropriate. It is not

Each turn is considered to be approximately one second, meaning when every acting character has had their turn, one second in the game world has elapsed. This differs from some RPGs where the amount of in-game time that passes during turns is considered to be six or more seconds. This results in much quicker turns when using SPURG, but characters often accomplish less during their turn by comparison. It may be important in your RPG to make a point of this for players who are more familiar with how RPG combat works in some other systems. It is not always common, for example, for characters to attack every turn — in many cases characters will need to draw their weapon, close or maintain proper distance, evaluate an opponent for an opening, line up a shot, each of which will take a character's turn.

Turn Order

Turn order is determined by placing all acting characters in descending order according to their Speed (SPD). This order does not change even if a character's SPD changes — at least until combat stops and starts again. If two ore more characters' SPD scores are tied, the character with the highest Agility (AGI) acts first. If both a character's AGI and SPD are tied, either the GM simply decides who acts first, or else makes players flip a coin or roll 3d6 on behalf of their characters — whomever rolls lowest acts first.

Attacking

Attack Rolls

Attack Modifiers

Flawless Attacks and Fumbles

Size and Range

Melee Combat

Unarmed Attacks

Ranged Combat

Aiming and Accuracy

Rate of Fire

Defending

Blocking

Dodging

Parrying

Maneuvers

Aim

Attack

Change Stance

Dedicated Attack

Focused Defense

Move

Ready

Wait

Advanced Combat

Advanced Maneuvers

Assess

Cunning Attack

Feint

Grapple

Pushing

Rapid Strikes

Slamming

Advanced Defense Options

Diving

Parrying While Unarmed

Retreat

Ripostes

Improvised Weapons

Tactical Movement

Techniques