Questions tagged [combat]

For questions primarily about combat, the systems used in roleplaying games to resolve conflict through violent means, often to the death of one or more characters. Combat often involves several subsystems that determine whether harm is inflicted (to-hit) and the extent of that harm (damage).

11 questions with no upvoted or accepted answers
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How can I construct/modify conflict resolution to make player tactical skill a primary determining factor in combat?

While I find FATE 2.0's conflict resolution system satisfying for many purposes, one area where it frequently falls short is in highly-detailed combat. If I'm expected series of highly detailed one-on-...
7
votes
5answers
2k views

How does a gelatinous cube's special ability engulf work?

The gelatinous cube possesses the extraordinary ability engulf that says Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot ...
5
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0answers
101 views

How do Dodge and Parry work?

More specifically, I'm confused about when to add weapon damage: if the defender rolls as many 6s as the attacker, does the defender still suffer weapon damage or is the attack neutralized altogether?
4
votes
0answers
35 views

Interaction between Telemechanics and a Glitter Boy Power Armor, what would happen?

A Mind Melter finds a functioning and unattended suit of Glitter Boy Power Armor. The Mind Melter decides to use Telemechanics on it in order to pilot it. The Glitter Boy OCC states that non GB pilots ...
4
votes
0answers
43 views

Do weapon-based qualities always have to be used with the weapon that triggers them?

There are several qualities in the game that relate to specific weapon categories, most notably the "[weapon category] Fighter I-III" line. Some of these are pretty clear in that their ...
4
votes
0answers
38 views

What happens when Armour Level equals Penetration Level exactly?

I have the original version of Ghost Ops (which uses Fudge dice), not the Savage Worlds version or the OSR version. This question is about that original version, but if you think the rules in one of ...
4
votes
0answers
53 views

How to roll for avoiding damage when using Black Hack 1e with optional rule “Original armor”?

The Black Hack 1e has an optional rule called "Original Armour". It reads like this: Original armor The traditional concept of ascending AC bonuses can still be used with The Black Hack. ...
3
votes
0answers
161 views

How should a GM go about handling a combat encounter against an enemy team of runners?

I have a group that is about to encounter another runner team in combat. They both want to do the same job and are going to be fighting for the package. The two thoughts I had were to make some of ...
3
votes
0answers
29 views

Do NPCs get free attacks only on total Bullet Time failure or also on partial failure?

I have the original version of Ghost Ops (which uses Fudge dice), not the Savage Worlds version or the OSR version. This question is about that original version, but if you think the rules in one of ...
3
votes
0answers
55 views

Attack Range to Movement per Turn Ratio; Dunnigan's Ratio?

TL;DR What is the less-obscure replacement to the term 'Dunnigan's Ratio' - the range of ratios of weapon ranges to typical distances moved in a single combat turn that produce tactically interesting ...
3
votes
0answers
138 views

Reach in Hackmaster

The rules for Hackmaster state that reach is calculated as five feet plus reach (p. 223). I am assuming this should be considered four feet for shorter races (as per their lesser reach as listed in ...