Starting Combat
Combat starts one of two ways. The mostly likely way is if two groups or individuals
are within 20 yards of each other, one or both can declare combat. At that point
players should move themselves to the closest good spot for fighting and begin dialog.
The other way is if one group or person
outright surprises another. In that case it is the the
ambusher's prerogative to
cast spells or attack with a weapon.
If they attack with spells they can cast multiple spells in a row (making sure to give
a bit of a pause between them). They can keep this up until you run out of
spells or the surprised person responds with either a swing or spell of their own.
The same hold true with weapon blows. You can swing away until the the person under
attack draws a weapon, casts a spell or makes some other action that would disrupt the
attack. (ei: getting a table between you or around a corner)
Declaring Combat
Ok here is how it works.
If you are within 20 yards, you
literally call out "COMBAT"
You and your opponents should
close and make sure the ground is safe to fight on. This means:
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Fields or roads
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If in woods: No steep slopes
Not on rocks
Avoid areas with lots of sharp dead branches
Generally use common sense
As we rarely costume the
monsters, those playing monsters please tell the
players what you are. Players if monsters
do not say feel free to ask.
Exchange any Combat Modifiers -
In
the course of an adventure you may receive an sealed envelope label "Combat
Modifier." Some time they are good, other times bad. You never read your
own combat modifiers. Give envelope to opponent. The combat modifier should
have a section the opponent reads to you. What they read you may be total BS though,
ei: "You feel invulnerable +10 to your armor" and below that the AM
will have told monster it is a delusion.
Combat modifiers are a bitch to remember. Please try to. Monsters PLEASE ask
for them. Might remind the players.
At the end of combat the modifier should be signed by the monster and returned to the
player.
Hit Points are declared.
Remember to include hit points gained through armor and spells. Don't announce
several numbers. KNOW your total Hit Points.
Note: Some of you, especially
monsters, might not want to disclose your Hps. For you
general-run-of-the-mill-boogies,Too Bad. We don't have armor that would show
weaknesses or have such a thing as that one fatal thrust through the heart. This is
just the best way to go. Consider it a warriors eye, the ability to size up an
opponent.
Now on the few rare cases where someone is playing a special NPC/ exceptional monster,
here are some of the things you can do.
1) State you have "At least" X amount of hit points, giving a number
no less than 3/4 of your current Hps. That way players have an idea
of what they're facing.
2) Tell them flat out. "You can't tell how tough I am." Always
a good way to get them nervous.
3) Have a card that lists your real hit points and lie
about how many Hps you have. When they get
you to zero say "this guy is tougher than you thought."
This is really something to use rarely. Sure it lures them into the
fight but it will piss players off.
Ok. Have at it.
Escaping Combat
Once combat has begun (combat begins the moment someone yells COMBAT or surprises you),
you cannot run away from it. The only way to get out of a battle is to use and
Escape spell or a Combat Ender spell.
The Escape spells are Run, Teleport and Teleport to Safety.
There are also special abilities (like those of a Journeyman) which can be used to escape from combat.
Run and Teleport jump the caster out of combat and gives them a head start.
They do not mean that you cannot be overtaken once
again.
The ultimate Combat Ender spell is Calm. Unless it
is dispelled combat is over.
Fear and Sleep can also end a
combat but only if they take out all of the remaining opponents. Once the Fear or Sleep
wears off don't just turn around and go after the caster. Those Feared or Slept
should deliberately seek out someone else or head in the opposite direction if there is
no-one else to hunt.
Trance and Hypnotism could
possibly be used to end a battle too, but if you wish to escape a traced foe then you must
move. After the spell ends the those tranced may hunt down the escapees.
There are situations
where combat is pointless but not necessarily over. Prime example is
some has Wraithform on
and his or her opponent is out of magic. In this
case the either one is free to haunt the
other all they wish or they can
just part ways (no escape spell is needed). Technically if
they stay together, combat is still going.
What is not allowed is to run away a few yards away and come
right back so as to get new
spells.