(C) Copyright 1987-2003 by Warren J. Dew
Introduction
These detailed sequence rules are used when the ordering of moment to moment actions of characters is important. These rules do not duplicate rules included in the skill descriptions or summarized on the information sheet; refer to the skill descriptions or information sheet, as appropriate, for that information.
Characters are either 'alert' or 'unalert' at all times during the detailed sequence. Alert characters are considered to be paying attention to any attacks that might be directed at them; unalert characters are ignoring any such attacks and focusing on other things, such as running as fast as possible or casting a spell.
When using the detailed sequence, time is divided into rounds. During each round, combat activities are resolved, then noncombat activities, then movement. The maximum EN that may be expended in each of these phases is limited to EL+2 for characters with an AD6 of EN per EL, EL+4 for characters with an AD6+2 per EL, and EL+6 for characters with an AD6+4 per EL.
A summary of the detailed sequence is as follows:
1. Combat Phase: repeat the following two steps until done:
1.1 Determine initiative (not already passed, highest active blows, highest reactive blows, highest EN)
1.2 Resolve option (pass, draw weapon, grab object, prepare great blow, attack, maneuver)
2. Noncombat phase: perform the following two steps for all characters simulaneously:
2.1 Select options (simultaneous and secret; only those who took no action in combat)
2.2 Resolve options (simultaneous)
3. Movement phase: resolve movement
1. Combat Phase
Each character starts the combat phase with their normal complement of active blows and reactive blows. Blows are expended over the course of the combat phase in order to take actions and to react to the actions of other characters. Characters who expend blows in the combat phase cannot take a noncombat action in the noncombat phase, and have their movement reduced in the movement phase.
The combat phase consists of a series of initiative segments. Each segment begins with a determination of which character currently has the initiative. That character's player then selects an option, and the option selected by that character's player is resolved, which may involve responses by other characters. Option resolution may involve the expenditure of blows by the character with initiative or by characters responding to the option.
For each character, the first blow expended in the round does not involve any EN expenditure; for each subsequent blow used, 1EN must be expended. To expend a blow, the character must have available both the appropriate type of blow - active or reactive - and any necessary EN.
1.1. Initiative Determination.
1.1.1. Initiative must go to a conscious character who has not taken a Pass option since the most recent option other than a Pass was taken (by any character), and who has at least one active or reactive blow remaining to use in the round. If no character is eligible for initiative, the combat phase terminates; proceed to the noncombat phase.
1.1.2. If there are characters eligible for initiative, initiative goes to the eligible character with the greatest number of active blows remaining. If more than one of these exist, the one of these with the greatest number of reactive blows has initiative. If more than one still exist, the one with the highest current EN has initiative.
1.1.3. If there are multiple eligible characters tied for active blows, reactive blows, and current EN, the characters have simultaneous initiative and must declare their options simultaneously. Only weapons not used in one's own option can be used in responses to others' options, sometimes at reduced effectiveness.
1.2. Option Resolution.
The character with initiative chooses an option. Any option may be preceded by dropping items held in hands or by a few syllables of speech. Whan an option specifies expending a blow, it may be either active or reactive unless an active blow is specified. On completion of all the action called for by the option, return to section 1. The available options are as follows:
1.2.1. Pass. The character can do any or all of the following: drop items held in either or both hands; fall to the ground; become alert. This option does not require the expenditure of any blows.
1.2.2. Draw weapon. Requires expenditure of a blow, which must be active if the weapon drawn is heavy. Character removes a weapon from a sheath or sling on his body and wields it.
1.2.3 Grab object. Requires expenditure of an active blow. Grab one item within reach; requires a D20 DX check to succeed if alert.
1.2.4 Prepare great blow. Requires expenditure of an active blow. The weapon and mode of use (one handed or two handed) are specified. (Normally makes the next attack with the specified weapon cumulatively -1 to hit, +1 to critical, +2 damage, and x(+1) to break.) The effects of the preparation are lost if the character uses a blow other than for a prepare or attack option, or if the round ends. If used with a thrusting weapon or bow, must be immediately followed by another preparation or an attack or the effects are lost (thus, a series of preparations and an attack will be resolved prior to redetermination of initiative). For a missile weapon, the ranges are also multiplied by one more than the number of preparations. Cannot be used with flexible weapons (including slings but not including staff slings).
1.2.3. Maneuver. Requires the expenditure of a blow. Can be used only if alert. Affects the range to any one other character, up to a maximum range of 6; check with the gamesmaster for ranges greater than 6. Rising from a fallen position replaces the first range change, if applicable. (Gamesmaster may determine that certain maneuvers may be impossible or may affect ranges to other characters depending on circumstances.) May be any one of the following:
1.2.3.1. Close. Reduces range to any one other character by two if a D100 DX check is made; otherwise reduces the range by one. If a 91 or more is rolled on the DX check, the range is not reduced and a DX check must be made to avoid falling, normally on a D20.
1.2.3.2 Open. Increases range to any one other character by two if a D100 DX check is made; otherwise increases the range by one. If a 91 or more is rolled on the DX check, the range is not increased and a DX check must be made to avoid falling, normally on a D40.
1.2.3.3 Step close. Reduces range to any one other character by one.
1.2.3.4 Step open. Increases range to any one other character by one.
1.2.3.5 Change range. May change range to any fallen opponent to any range between 1 and 6 inclusive.
1.2.5 Attack. Requires expenditure of an active blow; a second blow (which may be reactive) must also be expended for attacks with a heavy weapon. Only alert characters may select this option for melee attacks, and only unalert characters may select this option for thrown and missile attacks. Melee attacks may be parried by the target of the attack or by any alert characters within range of the attacker; each parrying character must expend a blow (which may be a reactive blow) for the parry. See the descriptions of the weapon attack and parry skills for the effects of skill on combat.
If an attack misses, return to initiative resolution (section 1.1) rather than continuing with the attack procedure.
1.2.5.1 The player of the attacking character rolls a hit roll on two dice (normally 2D10) and uses the following procedure:
1.2.5.1.1 If a one is rolled on each die, the player rolls a D20 and consults the gamesmaster. The attack misses.
1.2.5.1.2 If a ten is rolled on each die, the player rolls a D20 and consults the gamesmaster. The attack hits; go to section 1.2.5.2.
1.2.5.1.3 If the target of the attack is not alert or is fallen, double the 2D10 hit roll (partial surprise); if the target is stationary and unconscious, or stationary and inanimate, triple the 2D10 hit roll instead (full surprise). Add the target's AC, including the first modifier (which is normally negative, and thus has the effect of decreasing the hit chance; parries and shields affect this modifier). Subtract the number of preparations applicable to the attack.
If the result exceeds the number required by the character to hit with the weapon, the attack hits. If the result equals the required number, the attack hits and a D100 breakage check is made for the attacking weapon and each parrying weapon; if there was no parry or all parrying weapons break, a D100 breakage check is rolled for any shield the target has. If the result is exactly one less than the required number, the attack misses, a D100 breakage check is rolled for the attacking weapon, and any parrying the attack roll a D100 and consult the gamesmaster. If the attack is less than the required number by more than one, it misses.
To make a breakage check, add one to the number of preparations applicable to the attack, add one if the attacker's ST is 15-16, add 2 if the attacker's ST is 17 or greater, subtract 1 if the attacker's ST is 3 or less, and multiply by the weapon's breakage number; if the D100 roll does not exceed this number, the weapon breaks. Check with the gamesmaster before resolving the attack if the modified breakage number would exceed 100.
1.2.5.2 The player rolls a D12. If the target is stationary and unconscious, or stationary and inanimate, double the D12 roll (full surprise). Subtract the target's second AC Modifier and add the number of preparations applicable to the attack. If the result equals or exceeds the critical number required for the target's AC, the hit is critical.
1.2.5.3 The player rolls damage as specified for the weapon, adding two for each preparation applicable to the attack. The target's EN is reduced by this number. If the hit is critical, the target's BD is also reduced by this number. If the original damage roll is also the maximum possible, or within one of the maximum possible for a heavy weapon, and the unmodified critical roll was even for a light weapon, the attacker rolls a D20 and consults the gamesmaster.
2. Noncombat Phase
2.1. Characters who did not expend blows or EN in the combat phase (1.-2.) can choose a noncombat option. Alert characters cease to be alert when using a noncombat option (this currently only applies to 3.1). Noncombat actions are selected secretly and simultaneously. Some of the options available are as follows:
2.1.1 Rest. Recover the lesser of the hourly recovery rate and one less than the EN expended during the previous round.
2.1.2 Cast spell. Cannot be used if alert.
2.1.3 Adjust armor. Cannot be used if alert. Don armor if not already worn; reduces ENC of the armor by WT/2, not to go below a minimum of half the basic armor ENC.
2.2 Noncombat actions are resolved. The effects of noncombat options are considered to take effect simultaneously, and thus do not generally affect the execution of other options.
3. Movement Phase
Characters may cease to be alert; any characters may move. Alert characters can react to others' movement and are limited to half the normal movement distance; characters who performed a noncombat action during the round are limited to half the normal movement distance and cannot react to others' movement. After any halving, movement is reduced by 1" per blow expended, but cannot go below 0. A character can stop, optionally becoming alert, at any time during movement, and can immediately execute an option, 'borrowing' blows from the next round's allowance.
Normally the above movement rules, combined with gamesmaster adjudication, are adequate. If more detailed rules are required use the following 'trace' system, which avoids issues about what happens when two characters both attempt to react to each others' movement:
3.1 All chracters simultaneously determine a movement 'trace' with a length equal to their available movement speed, after adjusting as above for alterness, noncombat actions and blows, as above. A character who wishes to chase another character loses 2" of movement and must draw a trace to that other character's starting location; thereafter, the chasing character's trace is considered to follow that of the character being chased up to the point where one of the characters' movement distance is exhausted.
3.2 All traces are revealed. The following steps are then followed until all characters' movement is resolved:
3.2.1 All characters who have not yet ended movement determine where they would end their movement along their remaining trace if no other character ended movement first. The character or characters selecting an end point after the smallest fraction of their remaining traces end movement at those points; characters who have not yet ended their movement are moved through the same fraction of their remaining traces.
3.2.2 The characters who just ended movement can immediately execute an attack against any character who has not yet ended movement, or alternatively execute an option other than an attack, 'borrowing' blows from the next round's allowance, using the procedure in 1.2 above.
3.2.3 If there are characters who have not yet ended movement, return to 3.2.1.
The detailed trace system should generally be considered a GM tool for adjudicating movement in difficult situations, rather than a mechanic for the players to follow. Thus, the GM should be flexible, accepting orders like "end my trace when I get to within weapon reach of so-and-so" for determining endpoints.