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Showing posts with the label Combat

Core Extension - Combat

Combat can become quite complex. This is a very simple and straightforward implementation of several additional combat mechanics that aren't covered by EMCore system. Again, because EMCore is very simplistic with how it handles combat, the rules found here can greatly enrich the combat experience during a game. Combat is turn-based, thus it is broken down in sequences that are called "turns" where everyone makes an action according to the various rules. The combat rules can be used for any intense and dramatic action scene that doesn't necessarily involve combat. Generally speaking, any character or creature has a single action each turn. A character's action is represented by their full Movement score, and can actually be broken down into smaller segments or "minor actions". The following example actions illustrate how different actions can be combined within a single turn. Immediate Action: Fight in close combat while maintaining your guard (Cos...

Core System - Combat

This is the most simple layout of how combat works in Empyrean. This means that this is the "core system" or "bare-bones" implementation of combat, and not the actual combat system in its full-scale complexity. The system described below will serve most basic needs for resolving combat situations fast, without growing unnecessarily complex and long-winded. Combat is turn-based (of course). The sequence of play during a round of combat is broken down as follows: - Engagement Resolution - Movement Phase - Shooting Phase Engagement is a situation where all participants involved are locked in combat with one another. Practically this covers all situations where instant, or almost instant actions occur simultaneously, which involves most melee combat actions, among other things. A character within a threat-range of another combatant, in a situation where both combatants can act and react simultaneously, is considered engaged. Engaged characters are involved with comb...