S&S: Combat: Difference between revisions

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Created page with "== '''TIME IN COMBAT:'''== * A round of combat is '''10 seconds''' of time in the game world. * A round is divided into '''10 ''segments''''', with each segment being only '''1 second long'''. * Segments occur in order: with "segment one" occurring first and "segment ten" occurring last. == '''MOVEMENT:'''== * All characters may move up to a specified distance per segment, based on their individual movement rate. * Characters..."
 
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* A round is divided into '''10 ''segments''''', with each segment being only '''1 second long'''.
* A round is divided into '''10 ''segments''''', with each segment being only '''1 second long'''.
* Segments occur in order: with "segment one" occurring first and "segment ten" occurring last.
* Segments occur in order: with "segment one" occurring first and "segment ten" occurring last.
==[[S&S: Grid Scale | '''GRID SCALE''']]==
While Storm & Steel can be played without a tabletop grid and miniatures, it does rely somewhat heavily upon their use. 1" grids are recommended for a playing surface. Each 1" square represents a number of feet in the game. Storm & Steel uses three scales:
* '''1" = 3-1/3':''' Every 3 squares are equal to 10' This is the default suggested ground scale, as this allows three human-sized miniatures to easily stand and fight abreast in a 10' wide dungeon hall.
* '''1" = 5':''' When space is at a premium on the tabletop, this scale can help. However, this can cause a lot of clutter if three human-sized miniatures are standing abreast in a 10' wide dungeon hall.
* '''1" = 10':''' Great for outdoor scenes, particularly if miniatures of a smaller scale are available.
==[[S&S: Character Space | '''CHARACTER SPACE''']]==
Characters, being of various sizes are assumed to occupy a certain minimum amount of floor space during combat. Characters will typically fall under the common size occupancy of their race, however, some exceptions may apply, such as exceptionally large or small characters within their own race. The list below represents the default nominal sizes of some of the typical examples of the sizes of the various races. Characters that are either larger or smaller may increase or decrease the listed size by 1/2'. Prime examples of such exceptions are characters that might have smaller frames, such as females. <br>
'''Humans:''' = 3' <br>
'''Elves:''' = 2-1/2' <br>
'''Dwarves:''' = 2-1/2' <br>
'''Gnomes:''' = 2' <br>
'''Halflings:''' = 2' <br>
'''Notes:'''
* Characters can make room for fellow adventurers to allow them to pass by them or stand next to them in tight spaces, and can effectively temporarily reduce their occupied space by 1'. In very tight situations, characters ''cannot'' pass through the same space as another.
* A GameMaster may rule that certain highly trained and coordinated adventurers might be able reduce the amount of space that they occupy when fighting alongside each other by 1/2'.
* Looking at the list above, a reader can easily see how many characters may stand and potentially fight abreast in a 10' dungeon hall: Humans = 3; Elves = 4; Dwarves = 4; Gnomes = 5; and Halflings = 5.
==[[S&S: Movement | '''MOVEMENT:''']]==
==[[S&S: Movement | '''MOVEMENT:''']]==
* All characters may move up to a specified distance per segment, based on their individual movement rate.  
'''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.  
* Characters may move up to a distance equal to their '''NORMAL''' distance or their '''CHARGE''' distance.  
'''Normal Movement:'''  
'''NORMAL Movement:'''  
* Movement that is relatively easy to perform without overshooting or compromising defense.
* Normal movement is movement that is relatively easy to perform without compromising defense during combat.
* No bonuses or penalties are given for normal movement.  
* No bonuses or penalties of any kind are given for performing normal movement.
'''Charge Movement:'''<br>
* 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!
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.  
* Typically done when ''not'' already defending from - or striking at - an opponent.  
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* Awards the charger '''+2 to push back opponents'''.
* Awards the charger '''+2 to push back opponents'''.
* Awards the charger '''+2 to knock down opponents'''.
* Awards the charger '''+2 to knock down opponents'''.
* Awards the charger '''+2 when contending for a space.'''
CHARGING DISTANCES OVER 10':
CHARGING DISTANCES OVER 10':
* Awards the charger '''+4 to hit and damage'''.
* 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 to push back opponents'''.
* Awards the charger '''+4 to push back opponents'''.
* Awards the charger '''+4 when contending for a space.'''
'''CHARGING AND INITIATIVE:'''
'''CHARGING AND INITIATIVE:'''
* A charging character resolves only one available attack when their weapon is within striking range of a defender, even if they have several attacks per round or segment. If more than one weapon is being wielded, the other weapons may be used at the same time (penalties for using more than one weapon at a time applies).
* 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 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.
* 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 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.  
* 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:'''  
'''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. <br>
* 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.
* 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.
==[[S&S: Initiative Segment | '''INITIATIVE SEGMENT:''']]==
==[[S&S: Initiative Segment | '''INITIATIVE SEGMENT:''']]==
==[[S&S: Group Initiative Roll | '''GROUP INITIATIVE ROLL''']]==
'''STARTING COMBAT:''' When a combat round begins, each side (the GameMaster and the players) must roll a d6 to determine how quickly their characters generally act. The side that rolls the highest, wins; and the side that rolls the lowest, loses. If the same number is rolled on both sides, it's considered a tie. The results are the following:<br>
'''WIN = Weapon attacks and spells occur 1 SEGMENT SOONER''' <br>
'''LOSE = Weapon attacks and spells occur 1 SEGMENT LATER''' <br>
'''TIE = NO CHANGE on default segments. <br>
'''MOVEMENT AND LOSING INITIATIVE:''' Whichever side lost the group initiative roll may not move their characters on segment one, unless a character was running/charging on the last segment (10) of the previous round. However, running/charging characters on the losing side may only move at the '''NORMAL''' movement rate on segment one and not the '''CHARGE''' movement rate, since they are assumed to already be at least somewhat in motion. This ruling may apply to certain flying (but not hovering) characters, as well.

Revision as of 04:57, 4 October 2026

  • A round of combat is 10 seconds of time in the game world.
  • A round is divided into 10 segments, with each segment being only 1 second long.
  • Segments occur in order: with "segment one" occurring first and "segment ten" occurring last.

While Storm & Steel can be played without a tabletop grid and miniatures, it does rely somewhat heavily upon their use. 1" grids are recommended for a playing surface. Each 1" square represents a number of feet in the game. Storm & Steel uses three scales:

  • 1" = 3-1/3': Every 3 squares are equal to 10' This is the default suggested ground scale, as this allows three human-sized miniatures to easily stand and fight abreast in a 10' wide dungeon hall.
  • 1" = 5': When space is at a premium on the tabletop, this scale can help. However, this can cause a lot of clutter if three human-sized miniatures are standing abreast in a 10' wide dungeon hall.
  • 1" = 10': Great for outdoor scenes, particularly if miniatures of a smaller scale are available.

Characters, being of various sizes are assumed to occupy a certain minimum amount of floor space during combat. Characters will typically fall under the common size occupancy of their race, however, some exceptions may apply, such as exceptionally large or small characters within their own race. The list below represents the default nominal sizes of some of the typical examples of the sizes of the various races. Characters that are either larger or smaller may increase or decrease the listed size by 1/2'. Prime examples of such exceptions are characters that might have smaller frames, such as females.
Humans: = 3'
Elves: = 2-1/2'
Dwarves: = 2-1/2'
Gnomes: = 2'
Halflings: = 2'
Notes:

  • Characters can make room for fellow adventurers to allow them to pass by them or stand next to them in tight spaces, and can effectively temporarily reduce their occupied space by 1'. In very tight situations, characters cannot pass through the same space as another.
  • A GameMaster may rule that certain highly trained and coordinated adventurers might be able reduce the amount of space that they occupy when fighting alongside each other by 1/2'.
  • Looking at the list above, a reader can easily see how many characters may stand and potentially fight abreast in a 10' dungeon hall: Humans = 3; Elves = 4; Dwarves = 4; Gnomes = 5; and Halflings = 5.

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:
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 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.
  • 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.

STARTING COMBAT: When a combat round begins, each side (the GameMaster and the players) must roll a d6 to determine how quickly their characters generally act. The side that rolls the highest, wins; and the side that rolls the lowest, loses. If the same number is rolled on both sides, it's considered a tie. The results are the following:
WIN = Weapon attacks and spells occur 1 SEGMENT SOONER
LOSE = Weapon attacks and spells occur 1 SEGMENT LATER
TIE = NO CHANGE on default segments.
MOVEMENT AND LOSING INITIATIVE: Whichever side lost the group initiative roll may not move their characters on segment one, unless a character was running/charging on the last segment (10) of the previous round. However, running/charging characters on the losing side may only move at the NORMAL movement rate on segment one and not the CHARGE movement rate, since they are assumed to already be at least somewhat in motion. This ruling may apply to certain flying (but not hovering) characters, as well.