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Zone Chart
Zone1 (East end, hallway outside the chamber): Double doors leading in to the hallway can be shut and bolted from the inside of the chamber.:
OCCUPY: Midnorton

Zone2 (Eastern half of the audience chamber): This is the main floor of the chamber, where all of the cultists have convened. It is literally a throng of men, and so moving into Zone3 would require an AGI check of 25 or more to avoid being pulled down and trampled by the crowd:
OCCUPY: Valaren, Skyler

Zone3 (Western half of the audience chamber): Here there is a raised platform, where there is an altar beneath a giant golden statue that is suspended in mid-air.:
OCCUPY: Masked CULT LEADER, Pregnant woman, Artimus, Garvan

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 The Rules Of The Realm (Combat)

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Lore Keeper
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PostSubject: The Rules Of The Realm (Combat)   29.06.12 18:55

Combat in Empire In Blood is designed to be fast-paced. Here is the gist of it, but again - please read the MiniSix ruleset:

Step 0: Determine which ZONE you are moving to. (Read The Rules Of The Realm (Zones) )
Step 1: Roll your MIGHT or AGI (depending on the weapon) + the # of dice you have in the skill pertaining to your equipped weapon
Step 2: Compare vs. Defense (DODGE, BLOCK, OR PARRY) of enemy.
DODGE: If your attack is ranged, or your opponent elects to dodge
BLOCK: If your opponent is unarmed or wielding a shield
PARRY: If your opponent has a weapon and is not wielding a shield

Step 3: If you roll equal to or higher that enemy's defense, roll Damage (MIGHT Dice + Weapon Damage Dice)
Step 4: Subtract enemy's DR (Damage Resist) from your Damage.




Last edited by Lore Keeper on 05.11.12 12:04; edited 11 times in total
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The Winds Of Fate

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PostSubject: Re: The Rules Of The Realm (Combat)   05.07.12 22:09

The member 'Lore Keeper' has done the following action : Diceroller

#1 'D6' : 4, 4, 1, 1

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#2 'D6' : 4, 2, 4, 5

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#3 'D6' : 3, 3, 6, 1, 6

--------------------------------

#4 'D6' : 3, 4, 4, 2, 1
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Midnorton

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Age : 41
Location : North Carolina

Character sheet
HP:
16/16  (16/16)
EXP:
950/5000  (950/5000)
WEAPONS:

PostSubject: Re: The Rules Of The Realm (Combat)   09.07.12 17:38

When attacking with a ranged weapon, such as a bow. Would you use Agility instead of Might for attacks?

And what about damage?
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PostSubject: Re: The Rules Of The Realm (Combat)   09.07.12 22:00

Midnorton wrote:
When attacking with a ranged weapon, such as a bow. Would you use Agility instead of Might for attacks?

And what about damage?

You would use whichever attribute category the actual skill lies in. In the case of bows - Agility is the relevant attribute.

Therefore, you would roll your AGI dice + your Bow skill dice to hit.

For damage, the bow is MIGHT + 2d6+1 for example. It's based off Might. While this might seem a little strange, it makes sense both realistically and in terms of game balance. The degree to which you pull back a bow (at least, a traditional bow...not a compound bow) is the degree of power behind the shot....and generally speaking we're talking about 80 pounds of force pulled back in the heat of battle (fatigue, etc.) to slay a human.

Game balance-wise, range is an intrinsically sound advantage over your melee cohorts. You'll get hit less than other party members if you attack from a range, and your ability to assess potential threats from the outskirts of battle is greatly hightened.

A nice thing about the fact that your MIGHT is tied to your bow damage (resulting in you taking at least SOME points in MIGHT), is that it has the fringe benefit of not leaving you completely incapable if your enemy closes into melee with you.
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