Difference between revisions of "Kampf/en"

From How to be a Hero
Jump to navigation Jump to search
(Die Seite wurde neu angelegt: „ mini | ''Oh Mann! Goblins!'' {| class="wikitable" |+Example: |- |''Howky and Bernd venture deep into a cave and run directly…“)
 
(23 intermediate revisions by 3 users not shown)
Line 1: Line 1:
 
<noinclude> 
 
<languages />
<languages />
[[Datei:how_to_kampf.png|rechts|350px|How to Kampf|verweis=https://howtobeahero.de/index.php?title=Kategorie:Kampf]]
[[Datei:how_to_kampf-en.png|rechts|350px|How to Battle]]
{{Offiziell}}
{{Offiziell{{#translation:}}}}</noinclude>
 
 
 


==General==
==General==
Line 25: Line 21:
Each player rolls 1d10 and adds their physical points to the results. The gamemaster can either roll a separate initiative roll for each NPC or, if all NPCs have the same physical points, a collective initiative roll.
Each player rolls 1d10 and adds their physical points to the results. The gamemaster can either roll a separate initiative roll for each NPC or, if all NPCs have the same physical points, a collective initiative roll.


[[Datei:Howky_kampf.png | mini | ''Auf in den Kampf!'']]
[[Datei:Howky_kampf.png | mini | ''Into the fight!'']]
{| class="wikitable"
{| class="wikitable"
|+Example:
|+Example:
Line 51: Line 47:
If a fighter has not noticed his opponents initially, yet they are aware of him, he is caught in surprise. If a combatant is surprised, he cannot participate in the first round of the fight / combat. (The gamemaster can make the players roll for perception or a similar skill beforehand, in order to detect an ambush for example. If this succeeds, the characters are not surprised).
If a fighter has not noticed his opponents initially, yet they are aware of him, he is caught in surprise. If a combatant is surprised, he cannot participate in the first round of the fight / combat. (The gamemaster can make the players roll for perception or a similar skill beforehand, in order to detect an ambush for example. If this succeeds, the characters are not surprised).


[[Datei:howky_supriseround.png | mini | ''Oh Mann! Goblins!'']]
[[Datei:howky_supriseround.png | mini | ''Oh boy! Goblins!'']]
{| class="wikitable"
{| class="wikitable"
|+Example:
|+Example:
Line 57: Line 53:
|''Howky and Bernd venture deep into a cave and run directly into the trap of a well-positioned Orc Archer.''  
|''Howky and Bernd venture deep into a cave and run directly into the trap of a well-positioned Orc Archer.''  


''Der Spielleiter entscheidet, dass es zu einer Kampfsituation kommt und lässt alle Beteiligten die Initiative auswürfeln.''
''The gamemaster decides that this is a combat situation and lets all participants roll for initiative.''
''Der Spielleiter entscheidet, dass Howky aufgrund seiner Fähigkeit "Wahrnehmung" eine Chance hat, der Überraschung zu entgehen.''
''The gamemaster decides that Howky, due to his skill "perception", has a chance to escape the surprise.''


'''''ERFOLG!'''''
'''''SUCCESS!'''''


''Als Howky und Bernd weiter in die Höhle vordringen, hört Howky das Spannen einer Bogensehne und macht sich kampfbereit, während ein orkischer Pfeil direkt neben dem verdutzten Bernd einschlägt.''
''As Howky and Bernd advance further into the cave, Howky hears the drawing of a bowstring and gets ready to fight, while an orcish arrow lands right next to the stunned Bernd.''
|-
|-
|}
|}


==3. Kampf (Rundenbasiert)==
==3. Combat (turn based)==
Im Kampf sind alle Charaktere der Reihe nach dran, beginnend mit dem höchsten Initiative-Wert. Dieser Wert muss vor jedem Kampf erneut ausgewürfelt werden.
In combat, all characters perform their actions in order, starting with the character with the highest initiative value. This value must be re-rolled for each battle.
===Angriff===
===Attack===
Der Spieler würfelt einen Angriffswurf auf die entsprechende Fähigkeit seines Charakters.
The player rolls for attack according to his character's corresponding ability.  
Ist das Ergebnis ein Erfolg, trifft der Charakter seinen Gegner und kann ihm Schaden zufügen.
If it succeeds, the character strikes his opponent and can inflict damage.
===Verteidigung/ Parade===
===Defense/ Parry===
Einmal pro Runde kann ein Charakter versuchen, einen Angriff zu parieren.
Once per turn, a character can attempt to parry an attack.  
Ein Paradewurf ist ein Wurf auf Handeln. Sollte der Charakter einen Schild oder eine Waffe tragen, mit der man besonders gut oder schlecht parieren könnte, kann der Spieleiter entsprechende Boni/Mali auf den Wurf geben. Ist der Wurf ein Erfolg, wird die Attacke abgewehrt und der Charakter erleidet keinen Schaden. Kritische Angriffe können nicht pariert werden. Sollte der Charakter einen Waffenangriff mit bloßen Fäusten parieren, nimmt der Charakter die Hälfte des Schadens (gerundet).
A parry roll is a roll for action. If the character has a shield or weapon that can be used to parry particularly well or poorly, the gamemaster can add an appropriate (dis-)advantage to the roll. If the roll succeeds, the attack is fended off and the character does not suffer any damage. Critical attacks cannot be parried. If the character parries an armed attack with his bare fists, the character takes half the damage (rounded).


''Schusswaffen können nicht pariert werden.''
''Firearms cannot be parried.''


===Schaden===
===Damage===
Der verursachte Schaden hängt von der Waffe ab, mit welcher der Charakter seinen Gegner angreift.
The amount of damage inflicted depends on the weapon used.
Der Schaden wird mit xW10 ausgewürfelt, wobei x sich von Waffe zu Waffe unterscheidet (Siehe weiter unten [[#Waffenarten / Schaden|Waffenarten / Schaden]]). Sinken die Lebenspunkte des Charakters auf 0, stirbt dieser augenblicklich. Trifft ein Spieler mit seiner Waffe kritisch ''(siehe [[Würfe & Proben (kritische Erfolge & Fehlschläge)|Würfe & Proben]])'', wird der ausgewürfelte Schaden verdoppelt.  
The damage is rolled with xd10, where x varies from weapon to weapon (see [[#Weapon types/damage|Weapon types / damage ]] below). . If the character's health drops to 0, the character dies immediately. If a player gets a critical hit with his weapon ''(see [[Würfe & Proben (kritische Erfolge & Fehlschläge){{#translation}}|Throws & Tests]])'', the damage is doubled.  


Beispiel:
Example:
Normaler Schaden: 3W10 Schaden. Ergebnis = 19
Normal damage: 3d10 damage. Total  = 19
Kritischer Schaden: 3W10 x2 Schaden. Ergebnis = 19 x 2 = 38 Schaden
Critical damage: 3d10 x2 damage. Total = 19 x 2 = 38 damage


==4. Ende==
==4. End==
Eine Kampfsituation gilt als beendet, wenn alle Charaktere oder Gegner keine Lebenspunkte mehr besitzen oder Gegner/Charaktere geflohen sind und sich außer Angriffsreichweite befinden.
A combat situation is considered over when all characters or enemies are out of health, or the enemies/characters have escaped and are out of range.  
Natürlich ist es auch möglich, dass sich eine Partei ergibt. Dann ist sie auf die Gnade der anderen angewiesen. In diesem Fall entscheidet der Spielleiter oder die Gnade der Spieler, ob der Kampf beendet ist.
Of course, it is also possible that a party surrenders. At that point they are at the mercy of the other party. In this case the gamemaster or the player's mercy decides when the fight is over.


==Waffenarten/Schaden==
==Weapon types/damage==
Waffen können von Szenario zu Szenario unterschiedlich sein.
Weapons can vary from scenario to scenario.  
In einer mittelalterlichen Welt wird hauptsächlich mit Schwertern, Äxten und Bögen gekämpft, während in einer futuristischen Welt Laserpistolen oder ähnliches zum Einsatz kommen.
In a medieval world you fight mainly with swords, axes, and bows, while in a futuristic world laser guns or similar things are used.  
Der Schaden der Waffen kann sich also sehr stark unterscheiden.
The damage a weapon can deal therefore varies greatly.  
Grundsätzlich gilt: Jede Waffe verursacht Schaden in Höhe einer bestimmten Anzahl an 10-seitigen Würfeln.
Basically, each weapon causes damage equal to a certain number of 10-sided dice.  
Die folgende Tabelle gilt als Richtwert und soll dem Spielleiter ein Werkzeug sein, eigene Waffen zu gestalten. Natürlich kann z.B eine Axt auch mehr Schaden verursachen als ein Schwert.
The following table is a guideline and is intended as a tool for the gamemaster to design his own weapons. Of course an axe, for example, can also cause more damage than a sword.


{| class="wikitable"
{| class="wikitable"
|+Beispiele als Richtwerte:
|+Examples as guidelines:
||Improvisierte Waffen (Werkzeuge/Bretter)/waffenloser Kampf
||mprovised weapons (tools/boards)/unarmed combat
|1W10 Schaden
|1d10 damage
|-
|-
|Stock
|Stick
|1W10 + 5 Schaden
|1W10 + 5 damage
|-
|-
|Messer/Dolch
|Knife/Dagger
|2W10 Schaden
|2W10 damage
|-
|-
|Steinschleuder/Wurfwaffen
|Slingshot/Throwing weapons
|3W10 Schaden
|3W10 damage
|-
|-
|Axt/Streitkolben/Kriegshammer/Baseballschläger
|Axe/Mace/War hammer/Baseball bat
|4W10 Schaden
|4W10 damage
|-
|-
|Schwert/Machete
|Sword/Machete  
|5W10 Schaden
|5W10 damage
|-
|-
|Bogen/Armbrust
|Bow/Crossbow
|6W10 Schaden
|6W10 damage
|-
|-
|Pistolen
|Pistols
|7W10 Schaden
|7W10 damage
|-
|-
|Gewehre
|Guns
|8W10 Schaden
|8W10 damage
|-
|-
|Schrotflinte
|Shotgun
|9W10 Schaden (Schaden nimmt mit zunehmender Entfernung ab)
|9W10 damage(damage decreases with increasing distance)
|-
|-
|Bombe/Granate/Mine/Raketenwerfer
|Bomb/Grenade/Mine/Rocket Launcher
|10W10 Schaden
|10W10 damage
|-
|-
|}
|}


Der Schaden der Waffen kann vom Spielleiter mit Boni angepasst werden.
The damage of the weapons can be increased by the gamemaster with bonuses.  
Sollte es sich bei einem Schwert beispielsweise um ein besonderes Schwert handeln, zum Beispiel eine Meisterarbeit oder ein legendäres Schwert, kann der Spielleiter einen absoluten Bonus auf den Schaden gewähren. Das Schwert Excalibur z.B. könnte einen Schadenswert von 5W10 + 10 haben.
For instance, if it is a special weapon (i.e. masterfully crafted or legendary weapons), the gamemaster can grant a permanent buff. The sword Excalibur, for example, could have a damage value of 5d10 + 10.


In gleicher Weise kann der Schaden für "waffenloser Kampf" bei besonders starken Charakteren vom Spielleiter angepasst werden. Ein Boxer oder Martial-Arts-Kämpfer kann deutlich mehr W10 + x Schaden verursachen als andere Charaktere.
In the same way, the damage dealt by "weaponless combat" can be adjusted by the gamemaster for especially strong characters. A boxer or martial arts fighter can cause significantly more d10 + x damage than other characters.






[[Kategorie:Regelwerk]]
<noinclude>
[[Kategorie:Kampf]]
[[Kategorie:Regelwerk{{#translation:}}]]
[[Kategorie:Offiziell]]
[[Kategorie:Offiziell{{#translation:}}]]</noinclude>

Latest revision as of 22:28, 13 April 2021

Other languages:
How to Battle
This is an official article and was checked multiple times by our team

General

In general, a fight represents a special situation. In "free play" multiple actions can take place sequentially or simultaneously. In combat, though the actions are performed one after another, but in game these actions happen almost simultaneously. A round of combat takes 3 to 8 seconds in the game (depending on the number of combatants and the situation).

A combat situation is divided into the following areas:

  1. Initiative
  2. Ambush
  3. Combat (turn based)
  4. End


1. Initiative

The initiative represents how quickly a character reacts within the combat situation. The higher the roll, the sooner the character's turn.

Each player rolls 1d10 and adds their physical points to the results. The gamemaster can either roll a separate initiative roll for each NPC or, if all NPCs have the same physical points, a collective initiative roll.

Into the fight!
Example:
Howky and Bernd face a group of three snarling goblins with razor-sharp teeth.

Diplomacy has failed. Now your weapons have to do the talking

The gamemaster lets Howky and Bernd roll for initiative.
  • Howky rolls 1d10 and scores a 4. His points of his physical skill / physical points is 11.
    • Howky's Initiative is 4+11=

15.

  • Bernd rolls 1d10 and scores an 8, his value for action / physical points is 16.
    • Bernd's initative is 8+16=24.
  • The goblins all have a value of 9 for action, so the gamemaster rolls 1d10 for all goblins.
    • The gamemaster rolls a 10.
    • The goblins' initiative is 9+10=

19.

The gamemaster determines that Bernd goes first. Then it is the goblins turn, and finally Howky may perform his action.

2. Ambush

If a fighter has not noticed his opponents initially, yet they are aware of him, he is caught in surprise. If a combatant is surprised, he cannot participate in the first round of the fight / combat. (The gamemaster can make the players roll for perception or a similar skill beforehand, in order to detect an ambush for example. If this succeeds, the characters are not surprised).

Oh boy! Goblins!
Example:
Howky and Bernd venture deep into a cave and run directly into the trap of a well-positioned Orc Archer.

The gamemaster decides that this is a combat situation and lets all participants roll for initiative. The gamemaster decides that Howky, due to his skill "perception", has a chance to escape the surprise.

SUCCESS!

As Howky and Bernd advance further into the cave, Howky hears the drawing of a bowstring and gets ready to fight, while an orcish arrow lands right next to the stunned Bernd.

3. Combat (turn based)

In combat, all characters perform their actions in order, starting with the character with the highest initiative value. This value must be re-rolled for each battle.

Attack

The player rolls for attack according to his character's corresponding ability. If it succeeds, the character strikes his opponent and can inflict damage.

Defense/ Parry

Once per turn, a character can attempt to parry an attack. A parry roll is a roll for action. If the character has a shield or weapon that can be used to parry particularly well or poorly, the gamemaster can add an appropriate (dis-)advantage to the roll. If the roll succeeds, the attack is fended off and the character does not suffer any damage. Critical attacks cannot be parried. If the character parries an armed attack with his bare fists, the character takes half the damage (rounded).

Firearms cannot be parried.

Damage

The amount of damage inflicted depends on the weapon used. The damage is rolled with xd10, where x varies from weapon to weapon (see Weapon types / damage below). . If the character's health drops to 0, the character dies immediately. If a player gets a critical hit with his weapon (see [[Würfe & Proben (kritische Erfolge & Fehlschläge){{#translation}}|Throws & Tests]]), the damage is doubled.

Example: Normal damage: 3d10 damage. Total = 19 Critical damage: 3d10 x2 damage. Total = 19 x 2 = 38 damage

4. End

A combat situation is considered over when all characters or enemies are out of health, or the enemies/characters have escaped and are out of range. Of course, it is also possible that a party surrenders. At that point they are at the mercy of the other party. In this case the gamemaster or the player's mercy decides when the fight is over.

Weapon types/damage

Weapons can vary from scenario to scenario. In a medieval world you fight mainly with swords, axes, and bows, while in a futuristic world laser guns or similar things are used. The damage a weapon can deal therefore varies greatly. Basically, each weapon causes damage equal to a certain number of 10-sided dice. The following table is a guideline and is intended as a tool for the gamemaster to design his own weapons. Of course an axe, for example, can also cause more damage than a sword.

Examples as guidelines:
mprovised weapons (tools/boards)/unarmed combat 1d10 damage
Stick 1W10 + 5 damage
Knife/Dagger 2W10 damage
Slingshot/Throwing weapons 3W10 damage
Axe/Mace/War hammer/Baseball bat 4W10 damage
Sword/Machete 5W10 damage
Bow/Crossbow 6W10 damage
Pistols 7W10 damage
Guns 8W10 damage
Shotgun 9W10 damage(damage decreases with increasing distance)
Bomb/Grenade/Mine/Rocket Launcher 10W10 damage

The damage of the weapons can be increased by the gamemaster with bonuses. For instance, if it is a special weapon (i.e. masterfully crafted or legendary weapons), the gamemaster can grant a permanent buff. The sword Excalibur, for example, could have a damage value of 5d10 + 10.

In the same way, the damage dealt by "weaponless combat" can be adjusted by the gamemaster for especially strong characters. A boxer or martial arts fighter can cause significantly more d10 + x damage than other characters.