Combat: Difference between revisions

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Tactics
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=== Bludgeon Skill ===
=== Bludgeon Skill ===
{{main|Bludgeon Skill}}
{{main|Bludgeon Skill}}
Clubs, Maces, Axes, and Hammers. Lowest direct damage but offset with crowd control (stun, knockback, knockdown) and high damage to armor and weapons.
Clubs, Maces, Axes, and Hammers. Damage greatly dependent on Strength. Most skills offer small crowd controls and debuffs (stun, knockback, knockdown, Melee damage debuff, Damage resistance Debuff). Bludgeon weapons have longer chargeup attacks than other melee weapons.


*Active:
*Active:

Revision as of 00:45, 6 July 2016

Template:Tocright

Combat Sigil
Combat Sigil on Slate
Combat Sigil on Slate

Runic

Outer Ring

Starting at the One O'Clock and moving around the runic reads: Only a Last Resort ~ Legitimate Authority ~ Redress of Injury ~ Proper Intention ~ Achievable Success ~ Proportional Harm ~ Imminent Danger ~ Avert Noncombatants

Requirements

We want each school of combat to have a theme. There are 4 Offensive Schools and 4 Defensive Schools, plus the Tactics School. All Combat Skills (active & innate) require the corresponding gear to be equipped (i.e. to use a Blades skill you must have a sword in your hand), with the exception of those in the Tactics list. Note that all weapons and armor can be used by characters, increasing skills makes them more effective. All names are placeholder.

Offensive Schools

Blade Skill

Template:Main Swords, Daggers. Fast direct damage. Weaker against heavy armor.

  • Active:
  • Innate:

Ranged Skill

Template:Main Bows and Crossbows. Hitting targets at distance but requires ammo

  • Active:
  • Innate:

Bludgeon Skill

Template:Main Clubs, Maces, Axes, and Hammers. Damage greatly dependent on Strength. Most skills offer small crowd controls and debuffs (stun, knockback, knockdown, Melee damage debuff, Damage resistance Debuff). Bludgeon weapons have longer chargeup attacks than other melee weapons.

  • Active:
  • Innate:

Polearm Skill

Template:Main Halberds and Spears. Crowd Control with roots, knockdowns and knockbacks. Good against most armor.

  • Active:
  • Innate:

Defensive Schools

Note that innate skills in defensive schools have a primary and sometimes secondary effect.

Shield Skill

Template:Main Defensive school with most cooperative skills.

  • Active:
  • Innate:

Gambeson Skill

Template:Main Has least focus or movement penalties. Best for stealth and magic. Also is least expensive armor to maintain.

  • Active:
  • Innate:

Mail Skill

Template:Main Best balanced armor between protection and minimal penalties.

  • Active:
  • Innate:

Plate Skill

Template:Main Best protection but biggest penalties for movement, encumbrance, and focus.

  • Active:
  • Innate:

Tactics Skill

Template:Main Modifies how the character performs in combat.

  • Active:
  • Innate:

See also

Skills