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S&S: Combat
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==[[S&S: Movement | '''MOVEMENT:''']]== '''INDIVIDUAL MOVEMENT RATE AND FACTORS:''' * Characters are assigned a base movement rate as a result of the race that was chosen for the character. * Movement rates are adjusted down by armor, shields, and encumbrance due to other items carried. * All characters may move up to a specified distance per segment, based on their individual movement rate. * '''All characters may move on every segment''' (see exception immediately below). * Characters whose group loses the group initiative roll may not move on segment one, unless they were running/charging on the last segment of the previous round. * Characters may move up to a distance equal to their '''NORMAL''' distance or their '''CHARGE''' distance. '''NORMAL Movement:''' * Normal movement is movement that is relatively easy to perform without compromising defense during combat. * No bonuses or penalties of any kind are given for performing normal movement. * Spellcasters can typically only move up to one stride (3-1/3') per segment when casting spells. * Movement backwards is typically one stride per segment. '''CHARGE (RUNNING) Movement:'''<br> Charging is a risky and somewhat reckless form of aggressive movement and attack that uses speed and power to attempt to overwhelm an opponent. It can involve making heavy bodily contact in order to knock an opponent off balance and expose them to the attack; or moving at fast speeds to cause an opponent to misjudge their timing during their defense; or a charger placing themself completely behind their weapon for greater thrusting power; or leaping in the air and descending upon their opponent with their weapon overhead; or running alongside an opponent using the momentum of their running-swing for impetus; or several combinations of the above! * Typically done when ''not'' already defending from - or striking at - an opponent. * '''If charging at another while already engaged''', any aware enemies (obviously aware or that make perception roll) that have direct and relatively easy access to the charging character - and is within striking range - may make an [[S&S: Attack of Opportunity | attack of opportunity]] or resolve their next attack of the round on the charging character, assuming they have any more attacks available. CHARGING DISTANCES UP TO 10': * Awards the charger '''+2 to hit and damage'''. * Awards the charger '''+2 to push back opponents'''. * Awards the charger '''+2 to knock down opponents'''. * Awards the charger '''+2 when contending for a space.''' CHARGING DISTANCES OVER 10': * Awards the charger '''+4 to hit and damage'''. * Awards the charger '''+4 to push back opponents'''. * Awards the charger '''+4 to push back opponents'''. * Awards the charger '''+4 when contending for a space.''' '''CHARGING AND INITIATIVE:''' * A charging character resolves their attack ''on the same segment'' that their weapon comes within striking range of their target, even if their normal initiative segment for that weapon is later in the round. * A charging character resolves only one available attack on the segment they are making a charging attack, even if they have several attacks per round or segment. '''If more than one weapon is being wielded at the same time during a charge''', the other weapons may be used on the same segment (penalties for using more than one weapon at a time applies). '''CHARGING AND WEAPON LENGTH:''' * '''If any nearby defenders have weapons of greater length than the charging character''' and the charger is within striking range, they may use an attack of opportunity or resolve an available attack against the charger - on the same segment their weapon comes within striking range, even if their attack was slated to come later in the round. * '''Charging characters strike simultaneously with defenders that have longer weapons than the charger''', even if the charging character is struck unconscious. -GameMasters may create their own rulings in regard to what the maximum difference in weapon lengths can be, when deciding if a character that is doomed to go unconscious can still strike against defenders with longer weapons. Suggestion: Being within one stride might be sufficient - possibly two - if the charger successfully "contends for a space". In any event, a character who is slain under similar circumstances will not be able to complete the charging attack. '''CHARGING PENALTIES and RISKS:''' * Charging penalizes the charger by '''reducing their defense bonuses by half''' or by -2 (whichever is worse). Defense bonuses for spells are unaffected. * If a defender braces a spear-like weapon on the ground to receive a charging attack and successfully strikes the charger, the charger takes double damage (including all damage bonuses). * If an enemy attempts to trip a charging enemy, the saving throw to avoid falling is at -2 for charging distances up to 10' and -4 for charging distances over 10', which incidentally, is equal the charging bonus. '''Running backwards''' is typically 2 strides (6-2/3') per segment, but subject to actual movement rate. '''NOTES:''' * Charging may continue from one segment to the next - and from one round to the next. So, even though a charging character may only be moving 5' on the current segment, they may be treated as if charging ''over'' 10' if they were continuing a 20' charge from the previous segment - or even the previous round. <br> * Charging characters may not normally engage in attacks of opportunity on the way to the target. They may treat the charging attack as a free attack of opportunity if the opponent has their back toward them, thus, saving an attack for later.
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