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Combat Mechanics
Started by Sergeant_Freedom

Sergeant_Freedom

Sergeant_Freedom
Him

Owner Admin Team Lead Developer
Joined
20 Nov 2024
Last Seen
10 Jan 2025
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3
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3

The goal of combat is to make it as fluid as possible with plenty of room for freeform. We run off a dice system associated with your stats. It is d10's with 1 being the worst outcome and 10 being the best.

Everyone has 1 Action, 1 Reaction, and 1 Bonus Action. Additionally everyone has a base move speed of 5 blocks a turn which can be doubled by using your action for moving.

Certain pathways within the systems can grant bonus's to this 'Action Pool' as seen above, or can affect the move speed of your character. Below are specific groups within the 'Action Pool' and how they operate.

[Action]

Attacking, Grappling, pushing, pulling, and anything that requires a major movement will count for your action token.

[Reaction] -

Your reaction is anything that has to be a spontaneous reaction. You may parry a blade, block an arrow with a shield, step out of the way of an attack or anything of that nature.

[Bonus Action] -

Your bonus action is spent doing minor movements such as drinking a potion, preparing an arrow, pulling free a weapon.

Damage ranges are by default adjacent blocks unless the weapon you are using specifically gives you an attribute to bypass this.


Weapons

Weapons come in all shapes and sizes but we want to try and incorporate anything that your mind can come up with (within reason). These are subject to change if we find issues or better ways for certain weapon types to be handled. Any questions can be directed to the Systems team on discord.

Weapons will be given a single damage type, those being blunt, piercing, and slashing. This is for the system to run at it's simplest but is always subject to change if we find a better way to handle things.

[Reach Weapons] 

Anything that has to be used with two hands will gain a [Reach] feature allowing you to attack from a single block further than you normally would. This type has to be used with both hands to gain the additionally range, so you can't swing a great hammer with one hand and expect to still gain it.

[Slashing Weapons]

Most weapons have a slashing capability in some form of fashion. It's weaker against plate or chainmail but stronger against cloth or leather.

[Blunt Weapons]

Some weapons have the ability to do blunt damage which is the equivalent to hitting someone with a rock. This does better against plate and chainmail but worse against leather.

[Piercing Weapons]

Piercing weapons require a sharpened tip and are meant to be driven into and under armor and such. This is generally good against unarmored opponents or those wearing bulky armor.

 

Furthermore, weapons are generalized into two main categories being large and small weaponry. Below you will find a list of weapons that fall under either category. Not everything will be included, so if we're missing something make a  ticket and feel free to ask and we'll add it!


 [Heavy Weaponry]

This will be weapons that were typically wielded skillfully with two hands, or meant for stronger people to use.


- Longsword
- Greatsword
- Maul
- Long spear
- Great axe
- War Hammer
- Poleaxes/Hammers
- Javelin
- Great bow
- Heavy Crossbow


[Light Weaponry]

This list will consist of weaponry that were placed in the hands of weaker people, meant to prioritize speed and dexterity of brute strength.

- Generally any other sword shorter than a longsword
- Short bow
- Crossbow
- Hammers
- Short Spear
- War Pick
- Maces

Sergeant_Freedom · about 1 month ago · Last edited: 5 days ago