Post by Porkbelly on Oct 29, 2011 10:25:05 GMT -5
After a long delay here is part 4. I'm feeling somewhat less capable with my translations this time but I'll do the best I can. I still grin when the phrases finally click. There's a lot of phonetic stuff like "a dowafu wearing reza-ama makes a L1 sebingroru"....
Hyper T&T - Part 4
Chapter 4 – Combat
Sooner of later your character will become involved in combat. This chapter explains the terminology and describes how this is resolved.
HT&T combat resolution is calculated as a single result over a two minute round.
1 - Close Combat
Defines physical melee combat with swords, axes and other weapons.
A character can elect to enter Close Combat when fighting occurs or be "away" from the fighting in order to fire missiles, cast spells or just sit it out.
GM arbitration also applies, so if characters are outnumbered then they will be unable to hang back. Similarly in close quarters only certain opponents may be able to engage.
The GM is instructed to determine the combat participants based on player declarations and common sense.
2 - Normal Attacks
There are many different types of attacks so they are explained here in stages. (with examples)
One-on-one Combat
Standard combat between two humans wielding weapons and applying combat adds is explained.
For unarmed attacks use 1d for attack dice, except for Fighting Monks which use 1d per level of experience.
As per regular T&T the difference in die rolls is applied to the losing side, reduced by armor and then deducts from CON.
Multiple Combatants
As per regular T&T all combatants roll separately and the results are added together to give a total number of hits.
The difference in hits is divided evenly among the losing side with fractions allocated to those that were most active in combat or are otherwise more susceptible to damage.
Monsters
Monsters can conduct combat in the same way as characters, using their weapons and combat adds.
Unarmed monsters using this method are not restricted to 1d but are adjusted based on their strength. For example, an unarmed Minotaur with a strength modifier of 5/2 would roll 3d in combat.
However, the typical representation of a monster in HT&T is expressed as an MR.
As per regular T&T, a monster's hit total is calculated as a number of dice equal to MR/10 +1, plus adds equal to half MR (rounded down).
Damage to monsters is applied directly against their MR and their number of dice and adds is re-calculated accordingly.
The authors comment that MR should be used for most monsters but recommend the GM should try to make "boss" type monsters characteristic based.
Combat Example
An extensive three round combat example between multiple opponents, both MR and statted, is shown.
3 - Combat Options
Authors note that standard combat between evenly-matched opponents can take time to resolve.
In cases where a character is outmatched the player may wish to resort to using special tactics to "tilt" the course of the melee.
This section therefore provides some options that can be used to increase a character's capabilities in combat.
For each option, the notes given in parentheses indicate which character types can use that particular combat option.
Two-Weapons (Warriors and similar types)
The character must have both hands free and only the combination of sword and dagger is mentioned.
The character must meet the combined strength requirements of both weapons (dexterity requirements are not combined).
Weapons that are wielded off-hand have different damage dice (and this is included in the weapon tables in Chapter 1).
Where not included in the tables (such as magical weapons) the recommendation is to divide weapon dice by two, adding any fraction to adds.
For example a 3d+3 dagger wielded in the off-hand becomes 1d+4.
Too-Heavy Weapons or Armor (All types)
Characters can still wield weapons or wear armor when they do not meet the strength requirements.
When such equipment is used in battle, reduce the character's strength at the end of each round by the difference between the character's original strength and the required strength.
When a character's strength reaches zero he falls unconscious at the end of that round.
Berserker Rage (Warriors and similar types)
Warrior characters that roll doubles can choose to fall into a berserker rage in order to increase their hit total.
This means that any dice that come up doubles are re-rolled (in the same manner mentioned in Chapter 2 - Hyper-Points and DARO) and added to the total.
Since at least two dice are required to get doubles, a character that rolls only 1d (unarmed for example) cannot fall into a Berserker Rage.
Characters that go berserk can no longer act rationally and must continue to attack until they recover from the berserk rage.
When in the second and subsequent rounds of berserker rage, if no doubles are rolled the character may choose to re-roll the "second to lowest die" one time in order to try and generate a better result for that round.
Berserk warriors may switch from berserk to "hyper-berserk" (see below) depending on the dice rolls.
A berserk character loses 2 points of strength at the end of each round.
Berserk characters can choose to recover when their strength falls to 5 points or less.
Another rational (non-berserk) character can attempt to calm a berserker by making a L1SR on Charisma. Failing the SR means they will become the target of the berserker's attack.
Hyper-Berserk Rage (Warriors only)
The hyper-berserk rage is a combat option only available to true Warrior types. Warriors may transition from berserk to hyper-berserk rage depending on the dice rolls.
Hyper-berserk rage can occur when three or more dice show the same result.
These dice "and one additional" are re-rolled and added to the total.
Also, for any doubles that are rolled, the original dice can be re-rolled and added to the total.
A hyper-berserking example is given:
A warrior attacks with a sword that has a damage rating of 3d+4.
The result is 1, 1, 1 – so the warrior elects to go "hyper-berserk".
The original three dice, plus one extra, are re-rolled. The result is 2, 2, 5, 5
Doubles were rolled so the original 3d are again re-rolled for each set of doubles.
The results are 1, 3, 5 and 2, 3, 6. No doubles or triples were rolled so the rolling stops.
The final result is 3 + 14 + 9 + 11 = 37. Plus the 4 adds for the weapon is a final total of 41.
As above, on second and subsequent rounds, a hyper-berserk character can re-roll the "second to lowest die(s)" one time in order to attempt to try and generate a better result for that round.
A hyper-berserk warrior loses 3 points of strength at the end of the hyper-berserk combat round.
Attempting to calm a warrior that is hyper-berserk requires a L2SR on Charisma.
Power Attack (Warriors only)
Before rolling the dice a Warrior may elect to declare a power attack.
When making a power attack the total result for the warrior is doubled for that round.
At the end of the round the warrior must lose 2 points of strength and must rest. They may not take any action in the next round.
Focused Attack (Fighting Monk only)
The fighting monk may declare they are making a mentally focused attack.
When making this type of attack the monk rolls 1.5 times the normal number of dice (round fractions down). Personal and weapon adds are applied normally.
This type of attack will have effect against monsters that are normally immune to unarmed or attack by normal weapons.
The monk loses 1 point of strength at the end of each round while this mental state is in effect.
If the effect is used in combination with a berserker rage then the monk loses 3 points of strength at the end of the round.
The monk remains in this mental state until the battle is concluded or the monk falls unconscious due to strength loss.
Jihad (Holy Warrior only)
A holy warrior has the option to declare "jihad" and call on the blessing of his deity in a critical combat situation.
The holy warrior's Constitution is immediately increased three-fold.
All combat totals for the holy warrior are multiplied by 3 if he is wielding a weapon appropriate to his religious doctrine.
The holy warrior also becomes immune to all magic, poison or other special attacks (only direct melee attack will cause damage).
This effect lasts for the length of the current battle and cannot be recalled.
At the end of the battle the holy warrior must make a L1SR on Luck for each round that was fought under the effects of the Jihad.
Failure of any one of these rolls will mean he must give up his physical life. (no special survival skills can be applied to these rolls)
The level of save required increases with number of times the Jihad is declared during the course of an adventure. If Jihad has been declared twice then the rolls are made at L2SR, three times at L3SR.
A holy warrior on jihad that has his Strength reduced below zero (through berserker rage, or wielding too-heavy weapons) may continue to fight but will always die at the end of the battle.
Next up - part 2 of Combat leads off with a long section on Missile Combat...
Hyper T&T - Part 4
Chapter 4 – Combat
Sooner of later your character will become involved in combat. This chapter explains the terminology and describes how this is resolved.
HT&T combat resolution is calculated as a single result over a two minute round.
1 - Close Combat
Defines physical melee combat with swords, axes and other weapons.
A character can elect to enter Close Combat when fighting occurs or be "away" from the fighting in order to fire missiles, cast spells or just sit it out.
GM arbitration also applies, so if characters are outnumbered then they will be unable to hang back. Similarly in close quarters only certain opponents may be able to engage.
The GM is instructed to determine the combat participants based on player declarations and common sense.
2 - Normal Attacks
There are many different types of attacks so they are explained here in stages. (with examples)
One-on-one Combat
Standard combat between two humans wielding weapons and applying combat adds is explained.
For unarmed attacks use 1d for attack dice, except for Fighting Monks which use 1d per level of experience.
As per regular T&T the difference in die rolls is applied to the losing side, reduced by armor and then deducts from CON.
Multiple Combatants
As per regular T&T all combatants roll separately and the results are added together to give a total number of hits.
The difference in hits is divided evenly among the losing side with fractions allocated to those that were most active in combat or are otherwise more susceptible to damage.
Monsters
Monsters can conduct combat in the same way as characters, using their weapons and combat adds.
Unarmed monsters using this method are not restricted to 1d but are adjusted based on their strength. For example, an unarmed Minotaur with a strength modifier of 5/2 would roll 3d in combat.
However, the typical representation of a monster in HT&T is expressed as an MR.
As per regular T&T, a monster's hit total is calculated as a number of dice equal to MR/10 +1, plus adds equal to half MR (rounded down).
Damage to monsters is applied directly against their MR and their number of dice and adds is re-calculated accordingly.
The authors comment that MR should be used for most monsters but recommend the GM should try to make "boss" type monsters characteristic based.
Combat Example
An extensive three round combat example between multiple opponents, both MR and statted, is shown.
3 - Combat Options
Authors note that standard combat between evenly-matched opponents can take time to resolve.
In cases where a character is outmatched the player may wish to resort to using special tactics to "tilt" the course of the melee.
This section therefore provides some options that can be used to increase a character's capabilities in combat.
For each option, the notes given in parentheses indicate which character types can use that particular combat option.
Two-Weapons (Warriors and similar types)
The character must have both hands free and only the combination of sword and dagger is mentioned.
The character must meet the combined strength requirements of both weapons (dexterity requirements are not combined).
Weapons that are wielded off-hand have different damage dice (and this is included in the weapon tables in Chapter 1).
Where not included in the tables (such as magical weapons) the recommendation is to divide weapon dice by two, adding any fraction to adds.
For example a 3d+3 dagger wielded in the off-hand becomes 1d+4.
Too-Heavy Weapons or Armor (All types)
Characters can still wield weapons or wear armor when they do not meet the strength requirements.
When such equipment is used in battle, reduce the character's strength at the end of each round by the difference between the character's original strength and the required strength.
When a character's strength reaches zero he falls unconscious at the end of that round.
Berserker Rage (Warriors and similar types)
Warrior characters that roll doubles can choose to fall into a berserker rage in order to increase their hit total.
This means that any dice that come up doubles are re-rolled (in the same manner mentioned in Chapter 2 - Hyper-Points and DARO) and added to the total.
Since at least two dice are required to get doubles, a character that rolls only 1d (unarmed for example) cannot fall into a Berserker Rage.
Characters that go berserk can no longer act rationally and must continue to attack until they recover from the berserk rage.
When in the second and subsequent rounds of berserker rage, if no doubles are rolled the character may choose to re-roll the "second to lowest die" one time in order to try and generate a better result for that round.
Berserk warriors may switch from berserk to "hyper-berserk" (see below) depending on the dice rolls.
A berserk character loses 2 points of strength at the end of each round.
Berserk characters can choose to recover when their strength falls to 5 points or less.
Another rational (non-berserk) character can attempt to calm a berserker by making a L1SR on Charisma. Failing the SR means they will become the target of the berserker's attack.
Hyper-Berserk Rage (Warriors only)
The hyper-berserk rage is a combat option only available to true Warrior types. Warriors may transition from berserk to hyper-berserk rage depending on the dice rolls.
Hyper-berserk rage can occur when three or more dice show the same result.
These dice "and one additional" are re-rolled and added to the total.
Also, for any doubles that are rolled, the original dice can be re-rolled and added to the total.
A hyper-berserking example is given:
A warrior attacks with a sword that has a damage rating of 3d+4.
The result is 1, 1, 1 – so the warrior elects to go "hyper-berserk".
The original three dice, plus one extra, are re-rolled. The result is 2, 2, 5, 5
Doubles were rolled so the original 3d are again re-rolled for each set of doubles.
The results are 1, 3, 5 and 2, 3, 6. No doubles or triples were rolled so the rolling stops.
The final result is 3 + 14 + 9 + 11 = 37. Plus the 4 adds for the weapon is a final total of 41.
As above, on second and subsequent rounds, a hyper-berserk character can re-roll the "second to lowest die(s)" one time in order to attempt to try and generate a better result for that round.
A hyper-berserk warrior loses 3 points of strength at the end of the hyper-berserk combat round.
Attempting to calm a warrior that is hyper-berserk requires a L2SR on Charisma.
Power Attack (Warriors only)
Before rolling the dice a Warrior may elect to declare a power attack.
When making a power attack the total result for the warrior is doubled for that round.
At the end of the round the warrior must lose 2 points of strength and must rest. They may not take any action in the next round.
Focused Attack (Fighting Monk only)
The fighting monk may declare they are making a mentally focused attack.
When making this type of attack the monk rolls 1.5 times the normal number of dice (round fractions down). Personal and weapon adds are applied normally.
This type of attack will have effect against monsters that are normally immune to unarmed or attack by normal weapons.
The monk loses 1 point of strength at the end of each round while this mental state is in effect.
If the effect is used in combination with a berserker rage then the monk loses 3 points of strength at the end of the round.
The monk remains in this mental state until the battle is concluded or the monk falls unconscious due to strength loss.
Jihad (Holy Warrior only)
A holy warrior has the option to declare "jihad" and call on the blessing of his deity in a critical combat situation.
The holy warrior's Constitution is immediately increased three-fold.
All combat totals for the holy warrior are multiplied by 3 if he is wielding a weapon appropriate to his religious doctrine.
The holy warrior also becomes immune to all magic, poison or other special attacks (only direct melee attack will cause damage).
This effect lasts for the length of the current battle and cannot be recalled.
At the end of the battle the holy warrior must make a L1SR on Luck for each round that was fought under the effects of the Jihad.
Failure of any one of these rolls will mean he must give up his physical life. (no special survival skills can be applied to these rolls)
The level of save required increases with number of times the Jihad is declared during the course of an adventure. If Jihad has been declared twice then the rolls are made at L2SR, three times at L3SR.
A holy warrior on jihad that has his Strength reduced below zero (through berserker rage, or wielding too-heavy weapons) may continue to fight but will always die at the end of the battle.
Next up - part 2 of Combat leads off with a long section on Missile Combat...