[toc title=”The Steps” level_begin=”2″ level_end=”3″]
Before we get started I feel it necessary to point out that something like fighting in an RPG is not as regular and organized as these guidelines make it appear. With that said we go on to those steps.
As with a peaceful encounter a violent one takes place in a specific location. That location will have an environment, with elements and features that determine various factors. These factors could include visibility, range and quality of perception, and cover and concealment among other things. The lay of the land, structural features, and plant life and ground cover all play a role. With skills such as Hunting playing a role.
You See That?
Once the JM has laid out the local environment where the tussle is going to take place he then gets to see if the HPs actually noticed anything.
In Mythus it was my decision to have the guide make the perception check because if the players don’t notice anything, naturally they are going to be taken by surprise. And with most people knowing that their HP has been surprised sort of ruins the surprise.
Who Goes When
With the surprised parties identified the players and JM get to see when their Personas get to do something. This is most often done by rolling a d10 and adding and subtracting certain numbers. It is possible for one’s initiative to be a negative number, which you could take as indicating that the person in question sort of anticipated through some subtle signal or sixth sense.
You Bash the Balrog
Now is when those who can try to do something try to do something. There are a number of attacks they can try, Mental, Physical, and Spiritual, with such as Castings falling under Physical. Now keep in mind that Mental, Physical, and Spiritual attacks are not separated into distinct phases in Mythus. Rather, they all happen at once with only separation being when in time they occur.
Of course along with any attacks the players and JM may either move their Persona or try to move him, though an opponent or two may take steps to prevent that.
That Must Hurt
Should an attack succeed and do damage the participants in the affray get to find out what sort of damage they did, how much, and the effect of that damage. In Mythus there are three kinds of damage, Mental, Physical, and Spiritual, each type having a specific effect on the target.
One More Time!
Should there be anybody left to fight the fight goes on. Initiative is determined again for those who need to determine it, perception is checked again for their is always the chance somebody has missed something they do need to be aware of, then actions need to be taken should it be time to take an action.
Should there be nobody left to fight the victors now get to take care of their wounded, check their prisoners and their dead, and generally assess the new situation and what just happened.
Now keep in mind that in Mythus you will have people surrendering. In fact they may even surrender before you even start fighting. They have permission to surrender.
In fact, I’m going to make that a rule in Mythus: Should any party, on either side, decide he’s going to yield, give up, concede, or surrender in anyway he has my permission to do so. How the others handle this is up to them, but they should be aware that how they handle prisoners reflects on them and will give them a reputation in the world around them. It may not be a reputation they want. Then again, it may.
And that is the basics of how fighting is handled in Mythus.We will go into detail later in this series.
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