JaqueRabbit

[Verdant] - Non-Lethal Combat

Dec 16th, 2018
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  1. [Combat in Jaded]
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  3. While most forms of Combat for the Server can be easily decided without the risk of Death or Injury, Lethal Combat has it own set of specific rules. This Doc will cover Non-Lethal Combat.
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  5. Server House Rules follow a ‘High Nat 20’ for Combat Checks, as there’s no ‘Critical Hit’ mechanic due to a lack of numerical HP. What this means is that regardless of what Modifiers your Opponent might have and what outcome they get, your Nat 20 will win that round Miraculously. The planets aligned and the Messiahs smiled on you.
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  7. Unfortunately, this means a Low Nat 1 is also the norm. This means that you Spectacularly failed. You injured yourself, or fell into the Attack and got severely hurt, or tripped and fell into a cactus, or any number of things. A Nat 1 means something different for all forms of Combat, so be aware of the Dangers of Rolling before picking a fight!
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  9. >[Non-Lethal Combat]
  10. Non-Lethal Combat covers things like Sparring Matches, Fist-Fights, Wrestling, or any other Person-to-Person Violence that may break out. While this can be consensual sparring or random Violence, no Rolls made during this Combat will cause any Lasting Harm to the Opponent aside from some Bruises, Bumps, and the occasional Nat 1 Broken Bone!
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  12. Non-Lethal Combat can be done in 3 Different Ways:
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  14. (Single Round Combat)
  15. Single Round Combat is a single pair of Rolls, one from each Opponent, using Relevant Modifiers. The Highest of the two rolls wins, except in cases of Nat 20. This is generally used to decide the outcome of a Fight for writing a scene around- The ‘Outcome Roll’, if you will.
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  17. (Multi-Round Combat: Turn Based)
  18. Multi-Round Combat has two different shapes it can take on. The first step for both is deciding how many Rounds you want to fight for. Generally keeping this number between 2-6 is acceptable, but if you wish to go longer all you need is communication!
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  20. At the start of each ‘Turn’ Players will roll for the outcome of the ‘turn’ of posts (one post per person) and roll again for the next ‘turn’ until they’ve completed all Rounds of Combat. Winner is decided by overall Success of Rolls and, supremely, by the Final Roll of the Multi-Round Combat (barring Nat 1’s and Nat 20’s). If you wish, you can take the appearance of a Nat 1 or a Nat 20 to mean an end to the fight prematurely, or even a tide-changer for the flow of battle!
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  22. (Multi-Round Combat: Cumulative)
  23. The second form of Multi-Round Combat follows the first in that a Set Number of Rounds is decided for the Players to roll for. The rolling Format for Multi-Round Cumulative is: 1d20/per Turn, + (Relevant Modifiers x Number of Rounds).
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  25. What this leaves you is a ‘Total Sum’ of all rounds Rolled for that you can break down into Individual Rounds for writing purposes, but use the Total Sum to determine the outcome of the fight. The individual ‘Turns’ implied by the Cumulative Roll can either be used as a guideline for the fight, or ignored for discussion between combatants of how the fight progresses! Example:
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  27. Player 1 (+2 Mod) vs Player 2 (+4 Mod)
  28. 5 Rounds
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  30. P1: /r 5d20+10 = (15+6+2+4+4)+10 = 41
  31. P2: /r 5d20+20 = (13+5+15+10+8)+20 = 71
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  33. P2 Wins!
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  35. (Non-Lethal Injuries)
  36. As the name implies, these are Injuries that generally result from Non-Lethal Combat. Use these more as a guide of what to do for Nat 20’s and Nat 1’s!
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  38. Bruises, Scrapes, Non-Lethal Cuts, Fractures, Broken Bones, Concussions, Damaged or Missing Teeth, etc
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  40. Scarring from Non-Lethal Combat can happen, but (as the name implies) it will be from Non-Lethal injuries!
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