Monday, March 18, 2013

Combat While Climbing / Swimming / Jumping

"In the wilderness there are Man-Eaters, wild cats of hybrid parentage. The rare union of a Dweller and a wild Lion results in these half-caste Beasts. They retain the black fur and cunning of their smaller parent, but the ferocity and size of their wild one. They delight in the hunting of Men, hence the name. . ."
-Alice the Hunter, Warden at the Outskirts of Nein

The Man-Eater, a Hunter of Men

The system of combat in Sophia's Children is equipped with a simplistic method for adjudicating combat across all sorts of terrain. I will elaborate in this post the set of rulings that guide the management of combat that involves climbing, swimming, moving around difficult terrain and even jumping.

Movement Rates

Movement rates are not necessary to track during combat, but may be helpful for specific adjudications. The specific rates are taken from D&D directly and dictated by Armor worn.

A Character in no or Light Armor moves at 120' an Action. A Character in Heavy or Super Heavy Armor, who meets the Strength Requirement, moves at 80' an Action. A Character who is Slowed (either by effect or through wearing Heavy / Super Heavy Armor without the Requirement) moves at 60' an Action. Walking is at the normal rate. Running is twice the normal rate.

Falling

Falling Damage is 1d6 per 10' fallen. In addition, a Save can be made to break one's fall. In no or Light Armor this is a Standard Save. In Heavy or Super Heavy Armor this is a Hard Save. Making the Save halves the Damage; failing the Save you take full Damage and are Stunned.

Difficult Terrain & Transitioning Between Terrain

Moving within difficult terrain (waist-high water, mud, swamp land et cetera) takes twice as long as walking normally. Also: whether you are Running or Walking, you are allowed to transition between "types" of terrain once per Action.

E.G.: Run up to a ladder and climb up it to the top. Walk across a shallow muddy pit and step into position on the dry land adjacent to it.

Climbing

Your Climbing speed is one half your regular movement rate. If you are not tracking movement in specific detail, expect that Climbing takes twice as long as Walking.

If you are currently climbing while in combat you face the possibility of falling if you are HIT. Make a Save based on the type of Armor you are wearing (None, Light: Standard; Heavy, Super Heavy: Hard). If you fail this Save you immediately Fall and may take additional Damage from this as per the Falling rules.

Swimming

Your Swimming speed is half your regular movement rate. If you are not tracking movement in specific detail, swimming a distance takes twice as long as Walking. Swimming is considered any movement in water above waist-level.

Being hit during combat while Swimming results in a Save (again, the type is indicated by Armor worn). Failing this Save results in being Pinned: unable to Walk, Run, Dodge or perform Intercepts (Fighters also lose and cannot regain Poise while Pinned). Removing this status requires spending an Action where all that is done is "getting up" from Pinned -- in this case it is "righting" oneself in the water.

Jumping

Jumping is simply your movement speed divided by 10. Running, since this doubles your Walking speed, also doubles your Jumping distance. Jumping counts as a "transition" between terrain so it stops your movement. Jumping from a higher to a lower area also requires checking for Falling Damage and Stunning as per those rules.

E.G.: A Character in Light Armor, who is Running, can make a Jump of 24 feet (120' x2 = 240' / 10 = 24'). A Character wearing no armor, who has been slowed, can only Walk (due to being Slowed) and Jump 6 feet (60' / 10 = 6').

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