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, called 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 players must take turns describing what their characters do. Each turn is considered to be approximately one second. This differs from some RPGs where the amount of in-game time that passes during turns is considered to be six or more seconds. The result is that combat turns using SPURG are generally much quicker, but characters often accomplish less during their turn by comparison. 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.

The most basic way of determining which character acts first (and what the turn order looks like) is by placing all acting characters in descending order according to SPD.

Attacking

Attack Rolls

Attack Modifiers

Size and Range

Melee Combat

Unarmed Attacks

Ranged Combat

Aiming

Rate of Fire

Defending

Blocking

Dodging

Parrying

Maneuvers

Aiming

Attacking

Changing Stance

Dedicated Attacks

Focused Defense

Moving

Readying

Waiting

Advanced Combat

Advanced Attack Options

Assessing

Cunning Attacks

Feinting

Grappling

Improvised Weapons

Pushing

Rapid Strikes

Ripostes

Slamming

Techniques

Advanced Defense Options

Diving

Parrying Without Weapons

Retreat

Tactical Movement