S&S: 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.
- All characters may move up to a specified distance per segment, based on their individual movement rate.
- Characters may move up to a distance equal to their NORMAL distance or their CHARGE distance.
Normal Movement:
- Movement that is relatively easy to perform without overshooting or compromising defense.
- No bonuses or penalties are given for normal movement.
Charge 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.
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.
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).
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.
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.
- 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.