Combat Rows
By Timothy J. Lanza
Using Middleground Gaming System v2.0
Based on Hahn's Middleground IRC RPG System
While in combat, there are a number of basic actions that a character can perform. Which actions are available to which characters are limited by one factor, the character's row placement. The large number of character's in this game requires that I closely define this system. The following is a brief summary of the important points.
Section 1: Actions
As I said, there are a number of basic actions that a character can take. The following is a list. However, not all of the actions listed below can be performed with all weapons. This is further explained is section 3.
If you wish you character to do something that is not listed here, feel free to ask. I'm pretty good at coming up with resolution systems on the fly.
- Strike/Fire (a.k.a. Attack) - Your character attacks a target with whatever weapons he/she is equiped with. All of your attacks must be directed at one target. You can only switch targets if that particular enemy is defeated (with your attacks or by somebody earlier in the round).
- Block - Rather than take any sort of offensive action, your character uses the round to protect himself from attacks. In most cases, your Hit% will be added to your Dodge% for the round. Blocks always take effect first thing in the round.
- Defend - Your character uses the round to protect another character from attacks. It is similar to Block, except that your character's Hit% is added to the other character's Dodge%.
- Item - Your character uses the round to remove an item from his pack and activate it. Some restrictions apply.
- Cast - Your character uses the round to cast a spell or activate one of his/her skill powers.
- Row - Your character uses the round to move to the row of his/her choice.
Section 2: Rows
The biggest complication of having such a large number of characters (in this case, ten) is that it neccesitates having a third row. The main reason is that if the characters were in just two rows, it would throw off the design of the spells and items that are designed to affect an enemy or ally row. The solution is to have three rows in combat.
Basically, you have to think of combat taking place on a chess board. Each character takes a position in one of the three rows; however, the exact placement in that row (left to right) doesn't matter. The actions they are allowed to take are then determined from what row they're in.
The only catch to selecting which row your character takes is based on size. The front row can never be smaller than the middle row, nor can the middle row be smaller than the back row. Having rows of equal size is acceptable. In most situations, a ten character party will have 4 in the first row and 3 in the middle & back rows.
- Strike - A character in the allied front row can Strike any character in the opposing front row.
- Fire - A character can fire on any enemy row from any allied row.
- Block - Self-only.
- Defend - A character can defend any character in the same row as him/her.
- Item - A character can use an item on any character in the same row as him/her.
- Cast - Your character can cast a spell or use a skill on any character in any row.
- Row - You can move from any allied row to any other allied row. It only takes one action to move from the front row to the back row, or vice versa.
Section 3: Weapon Types
On the character sheets, sometimes extra words appear after the stat listings for a weapon. These are summarized below. Some of them serve as modifiers to the row restrictions made above.
- Enables... - A weapon with this attribute allows the user to cast an additional spell only when equiped. The spell costs normal magic points and it's Magic Level is equal to the character's Experience Level.
- Line Effect - The weapon targets an opposing line rather than an opposing character. All targets are struck for equal effectiveness.
- All Effect - Every target is struck for equal effectiveness.
- Daze/Poison Effect - The weapon's attacks have a chance of giving the DAZE/POIS status on a successful strike.
- Critical Effect - The weapon has a disproportionately high chance of causing a Critical Strike. If a Critical Failure occurs, the damage taken by the user or other target is that of a Critical Strike. Not a weapon for the weak of heart or poor of skill.
- ...Effect - A weapon with this attribute has the effects of the named element; i.e. a Light Effect weapon will do extra Damage to Creatures of Dark.
- Long - A Long weapon can perform Strike, Block, and Defend as if the user were one row closer than he actually is. In the case of a front row character, he/she can Strike into the enemy's middle row.
- Ranged - The character performs the Fire maneuver rather than Strike. He/She can hit any characacter in any row.
- Short-Ranged - The character performs the Fire maneuver rather than Strike. However, he/she is limited to a range of three rows. These weapons are rare, so I will clarify if and when they come up.
If you have any further questions, feel free to contact me by e-mail.
Text Copyright ©1997, Timothy J. Lanza
All rights reserved.