In a Galaxy far far away,
there came to be...
WAYS OF THE FORCE
The combat system of this MUSH is NOT based on the conventional SW RPG.
Instead it is based on a system developed by the Admin of this mush and is quite
easy to incorporate. It is designed to combine Role Play with +skillcheck's to
determine the outcome of a conflict. The basic steps taken in the event of combat
is as follows:
First off, Combat is purely consent basis.
If one of the players involved in the situation refuses to do combat, then
that player MUST RP retreat, or be captured or call in a Judge to determine
what happens with that player. If both players consent to combat, then the steps
- Pose your ATTEMPT at an attack, but don't take it for granted that
you automatically succeed. There is always a chance you could fail.
- Roll your skill vs. skill or skillcheck to see if you succeed.
(see +HELP +SVS or +HELP +SKILLCHECK)
- If you succeed, then your opponent should RP a reaction to the
results. If you fail, then your opponent poses a reaction to the
Kujo spies his enemy approach, he slowly draws his blaster and quietly
takes aim behind the cargo module he uses as cover. Waiting for just
the right moment, Kujo squeezes the trigger in an attempt to shoot his
Skill: Blaster Difficulty: Medium
The enemy hears the zip of the blaster shot go past him. Surprised
he ducks behind a nearby cargo module and calls out, "Ho there! Can't
we talk this through?"
This kind of example at least gives the OPPORTUNITY that the attacker
MAY fail his roll. It also gives defender the OPPORTUNITY to react
to the failure. There is always a risk factor involved when performing
some kind of skill based feat. This also applies to the same for doing
something simple like cooking. Say you were trying to cook up a special
feast for a noble, in order to see if you succeeded in cooking up an
exceptional meal, you could roll a:
if you failed then the feast was nothing to brag home to mom about.
But if you succeeded then the other players could roll how scrumptious
the mean was.
Now you don't _have_ to do skill checks all the time. If both parties
involved consent to, and agree that an outcome is to happen, you are
more then welcome to RP it that way. BUT, don't take everything for
granted. If you are trying to shoot someone and you want to pose that
you indeed shot them, page the other person to see if its okay with
them first. If it's not, then a +skillcheck needs to be made, or a
Judge needs to be called in.
In addition to the +skillcheck rolls, there is a coded combat system.
HOW CODED COMBAT WORKS:
Someone creates A combat scene, all parities involved join the combat scene.
They each roll initiative, then the system tells the group whose turn it is.
That person then attacks, the player defending chooses a defense. Combat
resolves. Attacking player either attacks with their offhand weapon or ends
their turn. The Combat system then tells the next player it is their turn.
Players default to 3 actions a round. So they must use strategy on how
to use those action points. Attacking and defending takes action
points. Only taking cover does not. Players may gain extra actions by
NOTE: The following combat commands are currently being tested. Some or all
may go offline for periods of time in order to fix any bugs that may
have been identified.
This is a list of Combat related commands:
+COMBAT -- Shows you any combat scenes taking place in this room and who is
+COMBAT/SCENE CREATE -- Creates a combat scene.
+COMBAT/SCENE JOIN=# -- Joins a combat scene.
+COMBAT/SCENE LEAVE -- Takes you out of combat.
+COMBAT/END -- This ends your round of actions.
+ROLL INIT -- Rolls your initiative, Must be in a combat scene.
+WIELD WeaponName -- Wields a weapon in your main hand
+WIELD/OFFHAND WeaponName -- wields a weapon in your offhand.
+ATTACK -- Attacks with the weapon you have in your main hand. Can only do
this on your initiative. Takes an action.
+ATTACK/OFFHAND -- Attacks with the weapon in your offhand. Offhand weapons
get a penalty, the penalty is reduced for ambidextrous and
two-weapon fighting. Can only do this on your initiative. Takes an
+DODGE -- Attempt to dodge an attack against you. This takes one action.
Can only do this when your attacked. Takes an action.
+PARRY -- You attempt to parry an attack. This takes one action. Can only
do this when your attacked. If your weapon was not designed to Parry,
it WILL take damage. Takes an action.
+COVER -- Attempt to take cover from an attack. DOES NOT take an action.
Can only do this when your attacked.
+DEFLECT - Not implemented yet.
-LOAD WeaponName - this command will reload your weapon if you have an extra
If there is an OOC disagreement about the outcome then a Judge needs to
be present. You would then need to call in a Judge to oversee the combat
session by using the +JREQ command. (See +HELP +JREQ)
The Judges ruling will be final in all combat situations.