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==Items and Tools in Combat== Items and Tools should be of the weightless size category. As such, they can be drawn freely by any size player. They should occupy one hand and generate their effect at the cost of one action. As improvised weapons they are poor, but using the spell toolkit, their effects can be quite useful. To keep with the theme of Legend of Zelda, although this isn't necessary, a pool of 3 readied items akin to the C-buttons, the C-Pool, can be implemented to make characters think more about preparation for combat. Using a tool from the C-Pool takes merely the action to use it, but changing an item in the C-Pool takes an action, then the action to actually use it. Items and Tools will be changed quickly, much quicker than weapons. As such, the rule should be generic and applied to all of them while a players personal weapon can be more intricate due to the player have a more permanent use and understanding of it. ===Types of reactions=== '''Defensive reactions:''' A reaction can be used to defend yourself in one of three ways. Regardless of which option you choose, each success you roll cancels one of the attacker's successes. If you roll at least as many successes for your defense as the attacker rolled for their attack, you've negated the attack completely. If you roll some successes, but not enough to negate the attack, you've managed to avoid some of the attack, mitigating it to an extent, but not quite all of it. If you roll no successes, you've failed utterly. Each defensive option has additional effects, as described below. In case of a tie, melee defenders win and ranged attackers win. In a melee fight, you are proving your ability to dodge rather than them proving their ability to hit because it's really easy to hit normally. In a ranged situation, you are proving your ability to hit, because it's rather hard to hit something at range. '''Block:''' Guts+Shields. One action, one roll, defends against all attacks until your next turn. If you have a shield, you can roll Guts + Shields to block an enemy attack. In addition to cancelling out the attacker's successes, as long as you roll at least one success you gain an armor bonus (in addition to any you may have from other sources), which further reduces the damage taken if you fail to negate the attack entirely. The magnitude of this bonus depends on what kind of shield you have. Unlike other kinds of defenses, cancelling successes by blocking does not negate stun. '''Dodge:''' Agility+Athletics. Once action, one roll, only defends against the first attack. As long as you're not encumbered, be it from armor or heavy weapons, you can attempt to leap, roll, or sidestep out of the way of an attack. To attempt a dodge, there must be an open space adjacent to your current position that isn't affected by the enemy's attack. Normally this is any other square, but certain area of effect spells can limit your options. To attempt to dodge, roll Agility + Athletics. In addition to cancelling out the attacker's successes, as long as you roll at least one success you move into an adjacent safe space of your choice. If you roll no successes, you failed to react in time and you don't move. In order to dodge, you must move to a spot that is not threatened. '''Parry:''' Wits + Melee - 1. One action, multiple rolls, each roll defends against a single attack. If you're using a Melee or Heavy weapon, you can use it to turn aside an enemy's Melee attack. A Heavy weapon is also capable of parrying an attack from another Heavy weapon, but Melee weapons are too small and flimsy to adequately accomplish this. To attempt a parry, roll Wits + melee - 1. If you roll more successes than the enemy does, not only do you negate the attack, but you manage to put the enemy in a disadvantageous position, giving you a +1 bonus to your dice pool the next time you attack that enemy, provided you make the attack before the enemy's next turn. If your offhand is free, you do not suffer the -1 penalty. You do not get the bonus from parrying an area of effect attack like Spin Attack. '''Counterattack:''' If you completely negate an enemy's attack with a defensive reaction, you can immediately spend another reaction (if you have one available) to immediately attack that enemy with a weapon you have on hand. Since a counterattack takes advantage of the momentary opening created when an enemy fails to land an attack, the target can't use a reaction to defend against it; however, Heavy weapons are too unwieldy to use for such a quick response, and thus cannot be used to counterattack. You also can't counterattack if you used an action on your turn to attack (even if the attack failed). Attempting a counterattack costs 1 Stamina. If you counterattack after a defense such as blocking or parrying, then you are no longer protected by that defense and must spend another action afterwards to reinstate your defense. '''Prepare:''' If you suspect an enemy might try to do something in particular, and you want to respond to that in a certain way, you can prepare a response to such an eventuality. To prepare a reaction, you must spend a reaction in advance and declare that you will do a certain thing when a given condition is met. For example, your prepared reaction might be, "if the Dodongo tries to breathe fire, I'll throw a bomb in its mouth". When the condition you prepared for is met, you can immediately take the action you prepared without spending a reaction (since your reaction was spent in advance when you declared the prepared reaction). If the condition isn't met before your next turn starts, your preparation is wasted. If you don't trust your Sage not to change what the enemies do to avoid triggering your prepared reaction, you can make a secret declaration by writing down the condition and what you plan to do, revealing it when the condition is met. You still have to declare that you are preparing an action, though; you just don't need to announce what exactly you're planning. You can prepare a reaction any time before the event triggering it happens, as long as you have a reaction available to spend for it. Prepared reactions take place immediately before the triggering action, and may prevent the target from carrying out the triggering action -- but this is not always the case! Generally speaking, a reaction prepared to thwart a particular special attack (such as the aforementioned Dodongo example) is hard for the enemy to defend against or recover from, since such actions exploit openings inherent in those attacks; however, such openings may not always be present. For example, you could prepare a reaction to attack an enemy if it tries to attack you (simply with a standard attack). In this case, while you could certainly make your attack, the enemy could still use a reaction to defend itself, and assuming it survives your prepared attack it may still be able to continue with its intended attack against you. Prepared actions can only be used against techniques/spells, saying "I cut him if he steps near me," leads to stand offs so base actions can't provoke a prepared action due to their mutability. '''A note on Protecting:''' You can occupy the same square as one other ally. In this case, the actual effects of each reaction need to be clearly specified. Only block removes threat from a square. Parry does not nor does dodge. If your square is attacked and you dodge, whoever was also in that square must defend or get hit; but if you block, your ally does not need to spend an action defending. Another note. It only takes a single reaction to block every primary attack of all of your aggressors, and another to block all secondary attacks. The action economy breaks down if you need one reaction per attack against you and three people are attacking you. The only viable style would be dodging and counterattacking, which while accurate to reality, flies in the face of the Legend of Zelda style of play, not to mention most all other tabletop systems allow you to defend against everyone attacking you. ===Movement and Positioning=== Distances in this system are measured in meters, with combat spaces measured in squares 2 meters to a side. Each race will have a stated movement speed, which indicates how far an individual of that race can move in a single action (without additional modifiers, such as sprinting). The typical baseline speed is 6 m (3 spaces). A character can sprint by spending 1 stamina, doubling their movement speed for a single action. Two allies can share a space together, but fighting in such close quarters imposes penalties to their ability to attack. These penalties are based on the size of the larger character. If the larger character is Small, both parties receive a -1 to all attack rolls. If the larger is Medium, they take -2. And if they are Large, a -3. If the largest is below Small, they take none, and if they are above Large, they are incapable of sharing a space with any one. Certain techniques can't be performed if a space is being shared, however others can mitigate these penalties, or even turn them into an advantage. Cover plays a role in the midst of battle. There is mild cover (1), medium cover (2), heavy cover (3), and complete cover. If you are using cover less that complete, you gain that many dice to defend with and lose that many dice to attack with. The exception is complete cover. You cannot be attacked and you cannot attack while in complete cover with the exception of attacking the cover. cover must be between you and your opponent somehow for it to be used. ===Knockback=== You can spend an action attempting a knockback on an adjacent opponent. The roll is Brawn + your size modifier vs Guts + their size modifier. On a success, they are knocked back one (1) square. They can choose to take 1/4 H damage to roll an extra dice, this can be done as many times as they have points in Brawn. Certain static effects all roll against Guts+size, you cannot take damage for extra dice in this case. If your hands are free, this check can be used to move them to any adjacent square. ===Grappling=== Anyone can grab onto and wrestle with a foe; it doesn't take any sort of special technique. You cannot rest while grappling. Here's how you handle the various actions involved in grappling: *'''Cost of Grappling''' : After every grapple check, whoever netted lower successes loses that much SP. If one of the grapplers runs out of SP, they automatically lose all checks and the other loses 1 SP per round. When both grapplers have no SP, grappling ends, and a melee check is made to see who is pushed from the square to an adjacent square of the loser's choosing. In case of a tie, the check is repeated. *'''Defending while grappling''' (1 action) You cannot dodge, parry, nor block while grappling. The attacker is attacking into mild cover if the other grappler is smaller or equal size, heavy cover if the other grappler is larger. *'''Initiate a grapple''' (1 action): Make an unarmed Melee attack. If you hit, instead of dealing damage, you successfully grab hold of the opponent and move into their space. Both you and your opponent are now Grappling each other. There are two states to a grapple: Equal, and Pinned. If you are pinned, all you can attempt is *'''Break the Pin''' (2 actions): with an opposed Brawn check. If you are Equal, the following actions can be taken: *'''Escape a grapple''' (2 actions): You can attempt to do this by either overpowering your opponent to break out (a Brawn check) or by wriggling free (an Agility check). In either case, your check is opposed by your opponent's Brawn check; if you win, you end the grapple. You and your opponent are now no longer Grappling each other, and you move out of the opponent's space into an available adjacent space of your choice. *'''Move the Grapple''' (2 actions): Whether you initiated the grapple or not, as long as your opponent is at least light enough for you to push or drag (Weight no greater than 1 + your Brawn), you can attempt to move both yourself and your opponent by making an opposed knockback check to move one square. *'''Climb while grappling''' (1 action): If you are smaller than your opponent and initiated the grapple, you may make an Agility check opposed by their Brawn to grapple them at a different square they occupy *'''Pin your Opponent''' (2 actions): You can attempt to pin your opponent with an opposed Brawn check. If you succeed, you are now pinning them and they are pinned. If you are pinning your opponent, the following actions can be taken: *'''Attack your Opponent''' (3 actions): You may make an opposed Brawn check to utilize a held item against your opponent, or lock them out with an unarmed strike. You can only do 1/2H damage. *'''Hold the Pin''' (3 actions): You may make an opposed Guts check to hold them in the pin. *'''Release a grapple''' (free action): If you have your opponent pinned, you can release your opponent on your turn as a free action, ending the grapple. You and your opponent are now no longer grappling each other, and you move out of the opponent's space into an available adjacent space of your choice. A fast track explanation on how to throw an opponent *Grab them (Unarmed attack against their defense of choice) *Have the Throw tech *Make a move check (opposed knockback) *If you succeed, then you move them two squares. Deals 1/2H and Stun 1 to grappled opponent and target. *if you fail, refer to the rules above ===Status Conditions=== Various effects might impose negative conditions on a combatant. Status conditions of the same type do not stack nor overwrite, the new effect is ignored. The following are status effects that have been defined so far: *Stunned: A character that flinches (such as when hit by a Heavy weapon) or is knocked down is considered stunned and loses 1 action on its next turn. This can layer however for up 3 stuns total, essentially being stunned for a whole turn. Stun goes away on its own, however there are effects that can absorb some stun. *Fatigued: A character that is out of their element for to long can become Fatigued. This means an additional 2 SP for all techs and they cannot sprint. However there are effects that can that can remove this status for a time, but generally just leaving the area does that. *Tired: A character that has ran out of Stamina has become tired and must spend a round of turns to rest. This counts as 2 actions of rest and refills the bar as such. *Knocked out: A character that has had all of their hearts depleted and are on their Final Heart is Knocked out. Only by recovering a piece of heart can they regain consciences. There are some effects that only activate when a character reaches this point. *Stuck: A character that is grabbed or falls into the wrong environmental hazard becomes stuck. They can still perform all their usual actions however they can no longer move. *Sleeping: A character that is sleeping canβt do anything till they are woken up or the effect that put them to sleep ends, however just about anyone can wake an ally up. You can still be considered resisting while sleeping. *Jinxed: A character that is cursed or jinxed by certain enemies can no longer lift their weapons. Only Tools can be wielded freely. Jinx goes away on its own after 3 turns, however there are effects that can remove it before that. *Blinded: A character that has been blinded by enemies or an environmental hazard no longer has the ability to aim and must make a perception check before attempting to move or attack. Blind will go away on its own after three turns, but can be removed earlier by various other effects. *Deaf: A character that is deaf can only roll half dice for perception rolls. For all non mechanical uses, they are still deaf. Temporary deafness goes away after three turns. *Mute: A character that has been silenced by magic or made mute by other effects cannot verbally communicate with other players, NPCs, or cast verbal spells. Mute will go away on its own after a set number of turns described by the muting effect, but can be removed earlier by various other effects. *Confused: A character that has been confused by an effect or hazard loses control of their balance and must make an Athletics roll against confusion before each attempt at movement or attacking. A failed roll leads to either only moving half distance, or only rolling half OD. Confusion will go away on its own after 3 turns, but it can be removed earlier by various effects. The amount that needs to be beaten is the number of extra successes when it was inflicted. *Enraged: A character that is enraged by an effect must use an action every round to attack if able. It doesn't matter if it's an enemy, an ally, or the dirt so long as an attack is made. Rage will go away on its own after 3 turns. *Poisoned: Poison is a special case status effect. It's complex in that it can be crafted to effect any number of characteristics. It is a serious infliction that lasts after battle for upwards to an hour, but can still be removed earlier by various other effects and antidotes. Poison is also the only status effect that can be fought off when first struck with it. A roll of your Guts + Survival vs the poison source's Smarts (assuming it has any) + the Grade of poison will determine if the poison has any effect. #'''Poison''' *Applying poison to a weapon, or anything appropriate, takes 1 action and lasts for 1 use or until end of combat. Standard poison loses it's potency after 1 hour of exposure. The effects of poison are resisted by Guts+Survival against Smarts+Lore, determined at time of crafting. Effects range from; movement restriction, health damage, stamina damage, mana damage, to dice penalties. Powerful poisons would require hand crafting or a special license of sorts to acquire, to prevent early players from getting the best stuff in a reasonable manner. Also, if bosses can't shrug poison off and laugh at them, you're probably doing something wrong. ===Team Rules=== Groups often act together, as such they take all of their actions simultaneously. Unless there is inter party conflict, which should always be avoided, players will always act as one team. Normally, all enemies are working together as the other team. Any action can be banked to be used as a reaction. All attacks during the same action occur at the same time, so one dodge reaction would apply to all of them. Block and Parry of course apply to all attacks, regardless of which action. For purposes of targeting, a character who spends the action moving, not dodging, is considered to exist in every square he traverses during that action. Spells are cast during the action, or actions, needed for them, and resolve at the very end. So, imbuing a friendly's attack would imbue their attack on the next action. And casting a complex spell means it is cast on the last action needed. This shifts the flow of the battle to favor the smaller team, since players will be outnumbered by mooks and will outnumber the boss. If a creature is targeted by someone on their own team, they are allowed to spend that action as a reaction rather than the action they planned. As a quick example, A and B are fighting X. A banks his first action while B imbues his attack with magic. Action two A attacks and B retreats. Action three B banks and A moves. Then it is the enemies turn. X attacks A, moves after B and banks his action. And so on. ===Combat equipment stats=== Weapons can be classified according to size, with larger weapons dealing more baseline damage. The weapon categories and the damage they deal are, from smallest to largest: *Weightless (0H) -- tools. (Not all, but most to ensure players can freely draw them) *Miniscule (1/4H) -- eg, small knife *Tiny (1/2H) -- eg, dagger *Small (3/4H) -- eg, short sword *Medium (1H) -- eg, long sword *Large (1+1/4H) -- eg, Biggoron's Sword *Hefty(1+1/2H) -- eg, Ball and Chain *Massive(2H) -- eg, Nearly a Buster Sword *Huge(2+1/2H) -- eg, a Buster Sword *Colossal(3H) -- eg, Ganon's Castle Destroyers The effort necessary to use a given weapon depends on your size relative to it. The largest weapon that a Hylian can use one-handed is a Medium weapon; a Kokiri or Deku, being smaller, can only use Small weapons or smaller one-handed; Gorons, being larger, can use Large weapons comfortably in one hand. Weapons one size larger than your one-handed weapon size (for a Hylian, Large weapons) can be wielded two-handed as Melee weapons, and weapons two sizes larger than your one-handed weapon size are considered Heavy weapons. You can't wield any weapon that is more than two sizes larger than your maximum one-handed weapon size. Note that the damage values listed for each weapon size are merely baseline values for a typical, average-quality weapon of that size. Particularly high- or low-quality weapons may deal more or less damage than others of their size. For example, the Master Sword would likely deal 1+1/2H, despite being a Medium weapon, whereas a wooden sword (also a Medium weapon) might deal only 1/2H. Heavy weapons (those that are two sizes larger than the biggest size you can wield one-handed) always use the Heavy skill rather than the Melee skill. As noted above, it takes 2 actions to attack with a Heavy weapon, and you can't dodge or counterattack when using a Heavy weapon. The sweeping, two-handed overhand swings used to attack with such a large, unwieldy weapon carry considerable force -- enough force, in fact, that it can momentarily disrupt the enemy's movement. If an attacker scores at least one success with a Heavy weapon attack, the target flinches (loses 1 action on their next turn). Cancellation of successes from a Heavy attack by dodging or parrying can prevent this effect if all successes are cancelled, but successes in a Heavy attack roll cancelled by blocking only prevent damage, and do not negate the flinching effect of the attack. This effect is more a product of the way the weapon is swung rather than any properties of the weapon itself, so a given weapon may cause flinching when used by a smaller wielder (as a Heavy weapon) but not when used by a larger wielder (as a Melee weapon). Armor and shields provide a static Damage Reduction in damage taken from each attack, as indicated below. You cannot negate all damage through damage reduction, you will take at least 1/4H from every successful hit. Additionally, each suit of armor has an Encumbrance rating. If the armor's Encumbrance is less than or equal to your Brawn score, it's considered light armor for you, and you can move about in it freely. *Cloth Armor: -1/4H; Encumbrance 0 *Leather Armor: -1/2H Encumbrance 1 *Chain Mail: -3/4H Encumbrance 2 *Plated Mail: -1HEncumbrance 3 *Full Plate: -1-1/2H; Encumbrance 4 *Armor must be made for your race specifically *Small Shield: -1/4H : Small *Medium Shield: -1/2H : Medium *Large Shield: -3/4H : Large *Tower Shield: -1H : Hefty, minor cover *adds an Encumbrance if above your standard main hand weight Being encumbered results in : 1 less move speed per action, -1 to dodge, -1 bouyancy, +1 against knockback. You are treated as being a size larger than you are to outside effects. You also cannot cast advanced spells when encumbered.
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