Fight-the-fight

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Sequence of a Round:

1 Initiative: When the action starts Roll d20 + Reaction (DEX adj. + MIND adj.) for all characters in the Encounter. The number rolled is their Initiative. In the case of ties, the highest DEX goes first. If the DEX scores are equal, the highest INT goes first. If the INT scores are the same, the actions happen at the same time. Note: all missile weapons add +5 to their initiative.

2 The character with the highest Initiative rolls for their action. Any rolls (defense, resistance, or otherwise) are made by the targets. After the action is resolved, the character with the next highest Initiative rolls for their action. Players can opt to “hold” their action and spring into play at any time later in the encounter.

3 After all actions are resolved, the round is over, and the next round begins. Use the same Initiatives for all rounds after the first, unless something happens to break up the action (everyone being knocked down by an earthquake, falling through the floor, or otherwise being disrupted or surprised).

Taking Action:

To take a Non-attacking action, roll d20 and add any arguable Ability plus any arguable Skill. Compare the result to the Difficulty of the action. If the result is higher, the action succeeds.

The difficulty of an action against another character or creature is equal to their opposing Ability plus Skill plus 10. If they are taking an opposing action (such as dodging) they add their d20 roll instead. Inanimate targets have a Difficulty set by the GM. The Difficulty is usually equal to 10 plus the level of the challenge (ie: a 10th level challenge has a Difficulty of 20).

Attacking falls into three categories:

MELEE ATTACKS

d20 + STR mod + Fighting skill + Item Power –- VS -– defender’s d20 + a Stat adj. + Fighting skill + AC adj.

RANGED ATTACKS

d20 + DEX mod + Shooting skill + Item Power –- VS –- defender’s d20 + a Stat adj. + Fighting skill + AC adj.

MENTAL/MAGIK ATTACKS

d20 + MIND mod + Level –- VS -– defender’s d20 + MND mod + Level

Other modifiers may apply as well. If the total result equals or exceeds the target’s defense roll, the attack hits. Sample modifiers:

  • Poor Visibility -2
  • Long Range -2
  • Weapon Power +1 to +5 (some weapons are just plain powerful or stealthy and surpass regular defenses)
  • Back or Flank Attack +2
  • Target Concealment/Cover -2 to -10
  • Attacker Advantage +2 (e.g. high ground)

The GM may add modifiers to any roll based on the situation. A bonus or penalty between 1 & 5 is appropriate for situations like surprise, darkness, weather or impairment.

Hazards of the Hostiles or Environment:

Black Ray Damage: these weapons annihilate living beings quickly (the good ol’ death ray). A failed save drains one experience level or Hit Die from the target. Targets reduced to 0 levels/HD die. Rumors that those drained to 0 level by black ray weapons rising up as some sort of ‘undead’ are, of course, completely unfounded. You can’t believe everything you hear.
Extreme Heat/Cold: STR + level save at intervals decided by GM or take 1d6 damage. DC decided by GM.
Falling: 1d6 dmg per 10’ fallen. ½ damage on DEX + level save with a DC equal to number of feet fallen. More than three 6-results on the dice = fracture/broken bones.
Magik: is defined by the spell. Click here for Magik Explained.
Radiation: Radiation automatically inflicts 1d6 damage at set intervals. There is never a save for radiation; it always ‘gets’ you:

  • Cold – 1d6 dmg every hour
  • Warm – 1d6 dmg every turn (10 min)
  • Hot – 1d6 dmg every round (1 min)

Spikes: Add +1 dmg per 10’ fallen, max of +10.
Torc Weapons: disintegration damage can only be healed via regeneration (either the mutation or a relic with regenerative healing, such as a Regen Ray, Regen Ampules, etc). Binding wounds, resting and using stimpacks will not restore disintegration damage.

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Fight-the-fight

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