Combat

From SPURG Wiki
Revision as of 07:15, 27 June 2021 by Spurgmin (talk | contribs)
Jump to navigation Jump to search

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 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.

The most basic way of determining the turn order is by placing all acting characters in descending order according to SPD. If characters' SPD scores are tied, Further rules factor in characters' Tactics skill, or using dice rolls to add a level of chance in determining the turn order, available in #Advanced Combat.

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