4.2 During Combat in FUDGE Deryni

Combat Round Definition

A Combat Round is a short period of time in which combatants attempt to injure each other or a variety of other actions. Combat is broken into rounds to make it easier to determine the outcome of a fight. The actual time isn't set in stone, but it is about 3 seconds (pi seconds actually. Why else would they call it a combat "round?").

During this time, each participant can do a small series of actions. Usually, these amount to an attempt at attack and an attempt at defense. The GM is the final arbitrator on how long an action takes, and whether or not any other actions may be taken.

Using the one attack, one defense as a determiner as to what you can accomplish is a good guideline. That is because in three seconds, figuring out more than that would be very hard to do.

Each action must be done with a different item or ability. That means you cannot defend with your sword and then attack with it, although you may use a different item or ability in the place of either the attack or the defense. Using a shield or a second weapon is usually the case here.

Actions in combat are almost always Opposed, even if the other participant is unaware of the attack. This is for simplicity's sake.

Combat Round Order

  1. Determine who's fighting who. Combat is broken here into groups. Each PC is in his/her own group for most purposes.
  2. In each group, figure out who has the greater weapon length. If there is an advantage in weapon length, that participant gets a +1 to Initiative. (Example: Bob has a Greatsword, and his opponent a Dagger. Bob gets a +1 to his Initiative.)
  3. Compare Initiatives of the participants. The highest is given the choice of making his action first, or holding it to react to things that happen that round. If the Initiatives are a tie, than the combatants make an Opposed roll off Initiative until there is someone with an advantage. Unless conditions change, this Initiative will be used throughout the entire combat.
  4. The Attacker defines his attack (which Skill used, description of the attack), and the Defender determines whether or not he will defend himself, and how. Special Attacks or Special Defenses must be declared at this time.
  5. Find results of action:
  6. Finish all groups in this manner, than return to Number 1 for next round.

    Special Attacks

    Special Defenses

    Using Deryni powers in Combat