Combat Rules: Actions

Discussion and questions regarding the game rules
Brend
Veolian Commonwealth
Mercury
Mercury

Combat Rules: Actions

Post Veolian Commonwealth » Sat Oct 29, 2011 8:21 pm
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Veolian Commonwealth
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This thread was instigated by the Basic Training thread.

I'm not really sure how the combat actions are to be used. I see everyone just listing their attack and defence values, but when I read the combat rules, this makes only half sense to me. I understand that one needs all six scores; three to attack, and three to defend since you need to get an attack past at least two rings of defence. But this is where it becomes confusing to me.

From the wiki I gather that you take one action per round. There are three types of actions: Direct combat, Terrain and Non-combat.

1) The Direct combat actions is effectively an attack as far as I can read. And they do not have to involve the terrain, but can be things like manoeuvres, tricks, melee attacks. But how come the droid attacks without taking a Direct combat action?

2) I gather that you can move around freely, but as soon as this puts you in an advantagous position it counts as a Terrain action. So you can either move somewhere with a Terrain action, but don't get an attack this round; or you can use a Direct combat action to manoeuvre somewhere, and get an attack, but the next rounds your position loses it's advantageousness?

3) The Non-combat action is clear (though I assume that the actual description on the wiki is wrong: "Non-Combat Actions are not non-combat related").

4) But the last statement on the wiki is unclear again: "In all cases, actions require a check,". You get a +5 bonus if you don't attack. But here is what I don't get: isn't that everytime you don't use a Direct combat action? So you get a +5 bonus on your action while in combat, but outside of combat you don't get a +5 bonus. This seems a bit weird to me -- in combat you become way better at jumping, throwing, etc.

5) And last but not least, if all actions require a check, is the defence/attack pairing the 'check' for the Direct combat action, or is there some other kind of check required? (Such as using acrobatics or something like that to manoeuvre?)
Post Mercury » Sun Oct 30, 2011 12:26 pm
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Mercury
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brend wrote:1) The Direct combat actions is effectively an attack as far as I can read. And they do not have to involve the terrain, but can be things like manoeuvres, tricks, melee attacks. But how come the droid attacks without taking a Direct combat action?


Incorrect - you can attack each turn. Additionally, you can take an action, which may be a Direct Combat Action, a Terrain Action or a Non-Combat Action. The droid doesn't need to take a direct combat action since its simply attacking. For example, you may toss a crate at an opponent using the force to bring him off balance and thus boost your attack.

brend wrote:2) I gather that you can move around freely, but as soon as this puts you in an advantageous position it counts as a Terrain action. So you can either move somewhere with a Terrain action, but don't get an attack this round; or you can use a Direct combat action to manoeuvre somewhere, and get an attack, but the next rounds your position loses it's advantageousness?


You can make a Terrain Action and an attack in the same turn but the terrain bonus doesn't apply until next turn (and applies permanently until the situation changes - which would require a Terrain action from the opponent since it gives them advantage (or rather less disadvantage).

For example, if you use a terrain action to flank an opponent, you can attack during your movement but the flank bonus applies only from the next turn onwards. To get out of the flank, your opponent must use a Terrain Action.

brend wrote:3) The Non-combat action is clear (though I assume that the actual description on the wiki is wrong: "Non-Combat Actions are not non-combat related").


For example, operating a computer to steal data while fending off an opponent would be a Non-Combat Action. The copying of data to a flash drive is not combat related and is therefor a Non-Combat Action.

brend wrote:4) But the last statement on the wiki is unclear again: "In all cases, actions require a check,". You get a +5 bonus if you don't attack. But here is what I don't get: isn't that every time you don't use a Direct combat action? So you get a +5 bonus on your action while in combat, but outside of combat you don't get a +5 bonus. This seems a bit weird to me -- in combat you become way better at jumping, throwing, etc.


Since you get to attack besides taking an action (of whatever type), not taking that action boosts your bonus to the relevant skill.

Actions in combat are harder since there is combat going on. Jumping a long distance is easier if you can focus on the jump rather than on the lightsaber trying to cut you in half. Thus, the number you need to reach will be higher in combat than out of combat.

brend wrote:5) And last but not least, if all actions require a check, is the defence/attack pairing the 'check' for the Direct combat action, or is there some other kind of check required? (Such as using acrobatics or something like that to manoeuvre?)


The check depends on the action. Direct Combat Actions require a separate check since they are separate actions.
Post Veolian Commonwealth » Sun Oct 30, 2011 2:40 pm
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Veolian Commonwealth
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Thanks for clearing stuff up.

Maybe some things on the wiki should be reordered or rephrased at a later point in time. For example, I did not get the fact that you can attack every round from the description on the wiki.

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