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chronology:running_martial_conflict [2023/10/27 17:16] robertchronology:running_martial_conflict [2025/04/01 16:48] (current) – [Running Actions] robert
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 ====== RUNNING MARTIAL CONFLICT ====== ====== RUNNING MARTIAL CONFLICT ======
  
-Man-to-Man Individual Move ^ Individual Combat ^ Individual Damage ^ Individual Recovery ^ Mass Combat ^ Mass Damage +Turn Sequence                                 Martial            
-Man to Man | | | | | | | +☐ [[#Running Ambushes]]                                          | 
-Boxing  | | | | | | | +☐ [[#Running Surprises]]                                         | 
-Wrestling | | | | | | | +☐ [[#Running Initiative]]                                        
-Melee | | | | | | | +☐ [[#Running Turn Order|Rounds]]                                 | 
-^ Ranged ^ Individual Move ^ Individual Combat ^ Individual Damage ^ Individual Recovery ^ Mass Combat ^ Mass Damage ^ +☐ [[#Running Turn Order]]                                        | 
-Thrown | | | | | | | +☐ [[#Running Actions Per Turn]]                                  
-Archery | | | | | | | +☐ [[#Running Events In Conflicts]]                               | 
-Firearms | | | | | | |+☐ [[#Running Actions]]                                           | 
 +:::                                           Look               
 +:::                                           Parley             | 
 +:::                                           Taunt              | 
 +:::                                           | Turn               
 +| :::                                           Move               | 
 +:::                                           Crawl              | 
 +:::                                           Walk               | 
 +:::                                           | Run                
 +:::                                           Drop prone         | 
 +:::                                           Get up             | 
 +:::                                           | Dodge              
 +:::                                           Retreat            | 
 +:::                                           Flee               | 
 +| :::                                           | Attack             | 
 +| :::                                           | Claw / Gouge       | 
 +| :::                                           | Punch              | 
 +| :::                                           | Push / Shove       | 
 +| :::                                           | Elbow              | 
 +| :::                                           | Knee               | 
 +| :::                                           | Kick               | 
 +| :::                                           | Trip               | 
 +| :::                                           | Bite               | 
 +| :::                                           | Block              | 
 +| :::                                           | Grapple            | 
 +| :::                                           | Choke              | 
 +| :::                                           | Pin                | 
 +| :::                                           | Martial Arts Move  | 
 +| :::                                           | Draw Weapon        | 
 +| :::                                           | Swing Weapon       | 
 +| :::                                           | Stab               | 
 +| :::                                           | Slash              | 
 +| :::                                           | Aim                | 
 +| :::                                           | Throw              | 
 +| :::                                           | Fire               | 
 +| :::                                           | Launch Missile     | 
 +| :::                                           | Reload             | 
 +| :::                                           | Aid                | 
 +| :::                                           | Use item           | 
 +| :::                                           | Sheathe Weapon     | 
 +| :::                                           | Holster Weapon     | 
 +| :::                                           | Sling Weapon       | 
 +| ☐ [[#Running To-Hit Rolls]]                                      | 
 +| ☐ [[#Running The Core Mechanic]]              |                    | 
 +| ☐ [[#Running Opposed Attribute Score Tests]]  |                    | 
 +| ☐ [[#Running Task Resolution]]                |                    | 
 +| ☐ [[#Running Criticals And Fumbles]]          |                    | 
 +| ☐ [[#Running Reactions]]                      |                    | 
 +| ☐ [[#Running Hit Locations]]                  |                    | 
 +| ☐ [[#Running Damage]]                         | Endurance          | 
 +| ☐ [[#Running Attribute Reserves]]             | Endurance Reserves | 
 +| ☐ [[#Running Conditions]]                     | Stunned            | 
 +| :::                                           | Wounded            | 
 +| ☐ [[#Running Healing]]                        |                    | 
 +| ☐ [[#Running Repair]]                                            | 
 +| ☐ [[#Running Mass Conflicts]]                                    |
  
-  - Ambush / Surprise +===== Goals =====
-  - Initiative / Turn Order +
-  - Moves +
-  - Attacks +
-  - Defenses +
-  - Reserves +
-  - Damage +
-  - Recovery +
-  - Mass Attacks +
-  - Mass Defenses +
-  - Mass Damage+
  
-===== Additional Resources =====+For a conflict to exist, multiple sides or factions must want to achieve mismatched or conflicting goals.
  
-▲ [[:Chronology:]] +What does each side gain or lose from the conflict?
-~~DISCUSSION~====== RUNNING CONFLICTS ====== +
- +
-===== Conflict Overview ===== +
- +
-^              ^ Social     ^ Martial    ^ Vehicle       ^ Supernatural ^ +
-| ☐ [[#Running Ambushes]]                | Trick      |                            | +
-| ☐ [[#Running Surprises]]              |            |                            | +
-| ☐ [[#Running Initiative]] |            |            |                            | +
-| ☐ [[#Running Turn Order|Rounds]]                |            |                            |    +
-| ☐ [[#Running Turn Order]]      |            |            |                            | +
-| ☐ [[#Running Actions Per Turn]]      |            |            |                            | +
-| ☐ [[#Running Events In Conflicts]]      |            |            |                            | +
-| ☐ [[#Running Actions]]    | Persuade   | Move       | Passing       | Magic        | +
-| :::          | Deceive    | Crawl      | Blocking      | Powers       | +
-| :::          | Seduce     | Walk       | Sideswiping   | Psionics     | +
-| :::          | Intimidate | Run        | Ramming                    | +
-| :::          | Bluff      | Aim        | Dodging                    | +
-| :::          |            | Attack     | Accelerate    |              | +
-| :::          |            | Block      | Brake                      | +
-| :::          |            | Get up     | Enter Vehicle |              | +
-| :::          |            | Drop prone | Exit vehicle  |              | +
-| :::          |            | Dodge      | Start Vehicle |              | +
-| :::          |            | Flee                                  | +
-| :::          |            | Parley                                | +
-| :::          |            | Taunt      |                            | +
-| :::          |            | Aid        |                            | +
-| :::          |            | Reload                                | +
-| :::          |            | Draw                                  | +
-| :::          |            | Sheathe    |                            | +
-| :::          |            | Holster    |                            | +
-| :::          |            | Retreat    |                            | +
-| :::          |            | Use item                              | +
-| ☐ [[#Running To-Hit Rolls]]                           | +
-| ☐ [[#Running The Core Mechanic]]              |         | +
-| ☐ [[#Running Opposed Attribute Score Tests]]  |         | +
-| ☐ [[#Running Task Resolution]]                |         | +
-| ☐ [[#Running Criticals And Fumbles]]          |         | +
-| ☐ [[#Running Reactions]]                      |         | +
-| ☐ [[#Running Hit Locations]]                  |         | +
-| ☐ [[#Running Damage]]     | Ingenuity  | Endurance  | Reflexes      | Will         | +
-| :::          |            |            | Speed                      | +
-| ☐ [[#Running Attribute Reserves]]                     | +
-| ☐ [[#Running Conditions]] | Terrified  | Stunned    | Stalled       | Exhausted    | +
-| :::          |            | Wounded    | Stuck         | Dazed        | +
-| :::          |            |            | High centered | Stunned      | +
-| ☐ [[#Running Healing]]                |            |                            | +
-| ☐ [[#Running Repair]]                |            |                            | +
-| ☐ [[#Running Mass Conflicts]]                |            |                            |+
  
 ===== Running Ambushes ===== ===== Running Ambushes =====
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 ☐ **AMBUSH SITE OR PREPARATIONS** \\ ☐ **AMBUSH SITE OR PREPARATIONS** \\
 How or where will the attackers take cover or conceal their attack? How or where will the attackers take cover or conceal their attack?
 +
 +What preparations may allow one side to ambush others?
  
 ☐ **AMBUSH SPOILERS** \\ ☐ **AMBUSH SPOILERS** \\
Line 91: Line 90:
 ☐ **AMBUSH CONDITIONS** \\ ☐ **AMBUSH CONDITIONS** \\
 What events or target locations cause the attackers to spring the ambush? What events or target locations cause the attackers to spring the ambush?
 +
 +What quote or action will the attackers use to start the attack?
  
 ===== Running Surprises ===== ===== Running Surprises =====
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 In the spirit of early 20th century serial films, consider allowing the opponent to monologue and gloat then rebuff or capture the Adventurers, rather than outright slay them. In the spirit of early 20th century serial films, consider allowing the opponent to monologue and gloat then rebuff or capture the Adventurers, rather than outright slay them.
 +
 +Roll an opposed [[Reflexes]] check of each participant to the conflict to decide which participants may act on the surprise round.
 +
 +Some Skills or Special Effects allow Adventurers to avoid Surprise situations.
  
 ===== Running Initiative ===== ===== Running Initiative =====
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 Many other options for determining Initiative and Turn Order exist such as: Many other options for determining Initiative and Turn Order exist such as:
   * **Random**: Assign each action to a card, shuffle the deck of action cards and draw each card to find whose Turn comes next.   * **Random**: Assign each action to a card, shuffle the deck of action cards and draw each card to find whose Turn comes next.
 +
 +If there is a surprise round, and for subsequent rounds, roll for Initiative with [[Reflexes]] bonuses and penalties.
  
 ==== Additional Resources: Running Initiative ==== ==== Additional Resources: Running Initiative ====
Line 136: Line 143:
  
 This may help keep conflicts moving swiftly. This may help keep conflicts moving swiftly.
 +
 +Sort the participants into a Turn Order from highest to lowest results of the Initiative rolls.
 +
 +Guides may choose to act individually for each NPC or group the NPC actions together on a single Initiative.
  
 ◢ [[:salvage_space:Turn Order|Salvage Space: Turn Order]] \\ ◢ [[:salvage_space:Turn Order|Salvage Space: Turn Order]] \\
 +
 +===== Skills Used In Hand-to-Hand Combat =====
 +
 +☐ **BRAWLING / STREET-FIGHTING** \\
 +
 +☐ **BOXING** \\
 +
 +☐ **WRESTLING** \\
 +
 +☐ **MARTIAL ARTS** \\
  
 ===== Running Actions Per Turn ===== ===== Running Actions Per Turn =====
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 Encourage the Adventurers to plan their actions as a sequence on their turn, and consider narrating the intended actions as a story. Encourage the Adventurers to plan their actions as a sequence on their turn, and consider narrating the intended actions as a story.
 +
 +☐ **LOOKING** \\
 +**Facing** and **Field of View** have critical influence on effectiveness in combat.
 +
 +Without enhancements, the average person:
 +  * faces forward in the direction in front of their shoulders.
 +  * can turn their head to face left, face right, or face straight ahead
 +  * can focus on activity or aim at targets clearly within a 60 degree field of view in the direction they look.
 +  * includes 120 degrees peripheral vision looking in a forward direction they look where [[Awareness]] checks may allow notice of specific actions or details.
 +
 +☐ **PARLEY** \\
 +On their Turn, an Adventurer may request a truce, open a dialogue or start negotiation rather than attack, possibly de-escalating the fight into a Social Conflict encounter.
 +
 +☐ **TAUNT** \\
 +On their Turn, an Adventurer may hurl taunts or insults at their opponent to distract or otherwise disrupt their tactical thinking.
 +
 +Taunting enemies may also rally teammates and improve their morale.
 +
 +☐ **TURNING** \\
 +Combatants may use actions to change their facing, turning their forward-facing direction one hex-side per action without moving into a new location.
 +
 +☐ **MOVE / WALK** \\
 +Combatants may use actions to move and change location (a square, hex, or area) per action.
 +
 +While moving, Combatants may change facing by one hex-side without using an additional action.
 +
 +☐ **CRAWL** \\
 +Prone combatants may use two actions to belly crawl or slide on their back to another location (square, hex, or area).
 +
 +☐ **RUN** \\
 +Combatants may move increase the distance per action used by running instead of walking, but other actions taken while running happen with a -1 to -3 penalty.
 +
 +Heavily loaded or encumbered combatants cannot cover the same distance running while encumbered as when unencumbered.
 +
 +The combatants [[Speed]] Attribute determines the additional distance they may cover while running.
 +
 +^ Speed ^ Additional Distance ^
 +| -10 to -4 | 2 squares, hexes, or areas per Action |
 +| -3 to +3 | 3 squares, hexes, or areas per Action |
 +| +4 to +10 | 4 squares, hexes, or areas per Action |
 +
 +☐ **DROP PRONE** \\
 +Combatants may use actions to drop prone to the ground.
 +
 +The combatants [[Speed]] Attribute determines how many Actions it takes them to drop prone safely.
 +
 +^ Speed ^ Additional Distance ^
 +| -10 to -4 | 3 Actions |
 +| -3 to +3 | 2 Actions |
 +| +4 to +10 | 1 Action |
 +
 +☐ **GET UP** \\
 +Combatants may use an action to stand up from a prone position.
 +
 +The combatants [[Speed]] Attribute determines how many Actions it takes them to get back on their feet.
 +
 +^ Speed ^ Additional Distance ^
 +| -10 to -4 | 3 Actions |
 +| -3 to +3 | 2 Actions |
 +| +4 to +10 | 1 Action |
 +
 +☐ **DODGE** \\
 +Hand-to-hand and melee combatants may attempt to dodge incoming attacks rather than parry them, including twisting out of the way, stepping back, or to the side.
 +
 +☐ **WITHDRAW / RETREAT** \\
 +Combatants may begin disengaging from the field of battle, backing out of the lines of attack or fire while maintaining defensive stances, ability to block further attack, or still return fire.
 +
 +☐ **FLEE** \\
 +Combatants morale may break and they panic, turn, and run, possibly dropping their weapons.
 +
 +☐ **ATTACK** \\
 +Combatants may choose a number of possible ways to inflict harm on their opponents, beyond those listed here.
 +
 +☐ **CLAW / GOUGE** \\
 +Combatants may use their fingers to claw an enemy or attempt to gouge them in a specific area such as they eyes using their [[Dexterity]].
 +
 +☐ **PUNCH** \\
 +Combatants may strike with the closed or opened fist using their [[Dexterity]].
 +
 +☐ **PUSH / SHOVE** \\
 +Combatants may push or shove using both hands [[Dexterity]] or their entire body [[Agility]].
 +
 +☐ **ELBOW** \\
 +Combatants may strike with their elbows using their [[Agility]].
 +
 +☐ **KNEE** \\
 +Combatants may strike with their knees using their [[Agility]].
 +
 +☐ **KICK** \\
 +Combatants may strike with their feet using their [[Agility]] to inflict blunt trauma.
 +
 +☐ **TRIP** \\
 +Combatants may strike with their feet using their [[Agility]] with the intent to tangle their opponents feet to knock them down.
 +
 +☐ **BITE** \\
 +Combatants may bite their opponent by successfully using their [[Agility]] for positioning.
 +
 +☐ **BLOCK** \\
 +Combatants may attempt to defensively block incoming strikes using [[Agility]] for best positioning.
 +
 +☐ **GRAPPLE** \\
 +Combatants may use [[Agility]] or [[Dexterity]] with skills such as [[Wrestling]] (if trained) to grapple an opponent setting them up for additional close combat attacks.
 +
 +☐ **CHOKE** \\
 +A combatant may use [[Dexterity]] and their hands or [[Agility]] and a choke-hold to choke a grappled opponent.
 +
 +☐ **PIN** \\
 +A combatant may use [[Dexterity]] and their hands or [[Agility]] and their body leverage to pin a grappled opponent.
 +
 +☐ **MARTIAL ARTS MOVE** \\
 +Combatants trained in a martial arts may use appropriate moves on their Turn, which may require using one or more actions to complete.
 +
 +☐ **DRAW / DROP WEAPON** \\
 +Drawing a weapon from a holster, safe, or hiding spot uses one or more actions, depending on what is required to disengage any safeties or locks and free the weapon for use.
 +
 +Certain cultures may require melee weapons secured with elaborate straps, ropes, or knots as a guard against reckless or impulsive dueling which may also require additional actions to correctly free the weapon for use.
 +
 +☐ **SWING WEAPON** \\
 +Combatants armed with larger melee weapons may swing them to attack as an action.
 +
 +Two-handed weapons require two actions to fully swing for greatest effect.
 +
 +☐ **STAB** \\
 +Combatants armed with pointed weapons may use actions to stab at their opponents with the points, including daggers, knives, or bayonets intending to cause small but deep wounds.
 +
 +Two-handed weapons such as a spears require two actions to lunge and stab to deliver the full impact and force.
 +
 +☐ **SLASH** \\
 +Combatants armed with pointed weapons may use actions to slash at their opponents with the points, intending shallow but long wounds.
 +
 +☐ **AIM** \\
 +Combatants may use actions Turn by Turn to steady their ranged weapons and improve their accuracy before firing.
 +
 +☐ **THROW** \\
 +Combatants may throw objects or weapons at their opponents as an action.
 +
 +Objects requiring two hands to throw, such as chairs or large boxes, require two actions to fully handle and throw.
 +
 +☐ **FIRE** \\
 +Combatants may fire a weapon, as a snapshot or after actions used aiming carefully.
 +
 +☐ **LAUNCH MISSILE** \\
 +The number of actions required to prepare a missile for launch varies by missile.
 +
 +Combatants may trigger the launch of a previously prepared missile weapon as an action.
 +
 +☐ **RELOAD** \\
 +Combatants may reload a weapon such as preparing another arrow, crossbow bolt, fitting a new magazine to a firearm or speed-loading a revolver using two actions.
 +
 +One action retrieves the reload from its storage, such as pulling an arrow from a quiver or magazine from a pouch and the additional action fits the reload to the weapon.
 +
 +Without a speed-loader, reloading a revolver uses an action per bullet.
 +
 +☐ **AID** \\
 +Combatants may provide first aid to the wounded, requiring one or more actions depending on the aid rendered.
 +
 +Compressing a wound to stop additional bleeding requires an action per Turn and prevents using both hands for two-handed actions.
 +
 +☐ **USE ITEM** \\
 +Combatants may prepare and use some other item carried into battle.
 +
 +The actions required to prepare and use the item vary by item.
 +
 +☐ **SHEATHE WEAPON** \\
 +Larger melee weapons may type an extra action to correctly sheathe.
 +
 +☐ **HOLSTER WEAPON** \\
 +Combatants may take an action to return a weapon correctly to its holster, including securing it if the holster provides a way to.
 +
 +☐ **SLING WEAPON** \\
 +Combatants may take an action to reposition a weapon on a sling to their back to free their hands.
  
 ◢ [[:salvage_space:Actions Per Turn|Salvage Space: Actions Per Turn]] \\ ◢ [[:salvage_space:Actions Per Turn|Salvage Space: Actions Per Turn]] \\
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 Then, during the conflict, the Guide consults their menu of prepared options rather than spend more cognitive effort and time considering strategy and tactics in the moment. Then, during the conflict, the Guide consults their menu of prepared options rather than spend more cognitive effort and time considering strategy and tactics in the moment.
  
-Combined with [[#Conditions]], a Guide may prepare an "AI Table" to simply roll on to find their NPC combatant's next action.+Combined with [[Conditions]], a Guide may prepare an "AI Table" to simply roll on to find their NPC combatant's next action.
  
 Example Table: \\ Example Table: \\
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 How do people, animals, or monsters react when bad things happen to them? How do people, animals, or monsters react when bad things happen to them?
 +
 +Successful attacks may reduce defender's [[Endurance]] [[Reserves]] by the difference between the Attacker and Defender Degree of Success.
 +
 +Successful Reactions may restore lost [[Endurance]] [[Reserves]] by the difference between the two Degrees of Success.
  
 ◢ [[:salvage_space:Damage|Salvage Space: Damage]] \\ ◢ [[:salvage_space:Damage|Salvage Space: Damage]] \\
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 For lower-priority Opponents, extended bookkeeping of Reserves may be avoided or replaced using descriptive milestones representing Attribute loss directly. For lower-priority Opponents, extended bookkeeping of Reserves may be avoided or replaced using descriptive milestones representing Attribute loss directly.
 +
 +Martial conflict primarily erodes the [[Endurance]] to continue.
  
 ◢ [[:salvage_space:Reserves|Salvage Space: Reserves]] \\ ◢ [[:salvage_space:Reserves|Salvage Space: Reserves]] \\
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 Consider potential teamwork opportunities when Adventurers //or their Opponents// require aid or healing. Consider potential teamwork opportunities when Adventurers //or their Opponents// require aid or healing.
  
 +[[Reserves]] recover naturally at the rate of 1 point per rest.
  
 ◢ [[:salvage_space:Healing|Salvage Space: Healing]] \\ ◢ [[:salvage_space:Healing|Salvage Space: Healing]] \\
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   * If the Adventurers only partially succeed, but do not complete some objectives, how does the conflict change?   * If the Adventurers only partially succeed, but do not complete some objectives, how does the conflict change?
   * If the Adventurers fail a mission, how does the conflict change?   * If the Adventurers fail a mission, how does the conflict change?
 +
 +Assign goals to each faction to the conflict, including the Adventurers.
 +
 +☐ **WITHDRAWAL / ESCAPE** \\
 +
 +☐ **SCOUTING MISSIONS** \\
 +
 +☐ **DIPLOMATIC MISSIONS** \\
 +
 +☐ **SUBTERFUGE OPERATIONS** \\
 +
 +☐ **SUPPORT / LOGISTICS OPERATIONS** \\
 +
 +☐ **SABOTAGE MISSIONS / BATTLES** \\
  
 ==== Additional Resources: Running Mass Conflicts ==== ==== Additional Resources: Running Mass Conflicts ====
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 ▲ [[:Chronology:]] :: ◢ [[:Chronology:references#conflicts_04.u|References: Conflicts]] ▲ [[:Chronology:]] :: ◢ [[:Chronology:references#conflicts_04.u|References: Conflicts]]
-~~DISCUSSION~~+