Combat Basics

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esmale

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Jan 12, 2008, 1:04:39 PM1/12/08
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I've been playing about with a few wound system/damage models for
Chimera 2.0. In keeping with Chimera's modular nature, I've decided
that the best approach is to provide a basic model that can be tweaked
and expanded to suit individual players/GMs. With that in mind,
outlined here is the "basic" combat mechanic.

____________
DEFINITIONS

Combat Roll - a d20 action roll used to resolve attacks. The base
target number is determined by the skill used to launch the attack.
For example, melee attacks are based on Hand-to-hand skill, which maps
to STR. If STR is the attacker's primary attribute, the base TN is 12.
If STR is secondary, the base TN is 16, and if STR is tertiary (or if
the character lacks the Hand-to-hand skill), the base TN is 20.

Hand-to-hand - a Strength-based skill that indicates melee combat
ability. Each rank in Hand-to-hand improves a character's melee attack
roll by +1.

Shoot - a Dexterity-based skill that indicates missile combat ability.
Each rank in Shoot improves a character's missile attack roll by +1.

Hit Points - indicates how much damage a character can withstand
before expiring. A character's hit point total may be increased as he
earns experience levels, but the gain is not automatic (i.e., the
character must choose the "Hit Dice" award when he gains a level).

Resistance - indicates how many points of damage are ignored when a
character is hit; this value is based on armour worn and certain
traits.

ATTACK RESOLUTION
If the combat roll (see above) equals or exceeds the target number,
the attack succeeds and the attacker may roll for damage.

DAMAGE DETERMINATION
Attack damage is based on the weapon used and adjusted by certain
traits. On a successful hit, the attacker rolls for damage. The
defender subtracts his resistance (see above) from the result. Any
remaining damage is deducted from the defender's hit point total; when
a combatant's hit points are reduced to zero, he expires.
____________

Clearly, this isn't earth-shattering, and it's very similar to the
system used in Chimera 1.x. However, it lends itself to all sorts of
modular expansion, which I'll prove out with some examples in a later
post.

Side note - naturally, I'll need to update the Quick Start, so if you
have an existing copy, burn it or consign to the recycle bin--I'll try
to get an update out this weekend.

Cheers,
-Erin
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