RTFM combat system = = = = = = (Note: The word "player" is used to mean any attacking living object.) - RTFM system (Realistic Time Fragment Management system) - The player divides their concentration in combat between three different activities - attacking - defending - spellcasting The player starts out with 80 combat points / combat turn. 1 combat point is the equivalent of 1% time usage. The total amount of combat points depends on player's statistics and skills. You can adjust how you divide your combat points with the 'battle' command; see 'help battle' * attacking The size, weight, and type of the weapon used, plus the strength and dexterity stats of the player, will determine how many offense combat points are needed to make an attack. If the amount of combat points assigned to offense are less than is required for making an attack, then it will take more than one combat round to land a blow. For example: I need 50 combat points to make an attack. I allocate 30% (and therefore 30 combat points) into attacking. On the first turn the 30 combat points are not enough to make an attack, but on the next turn I collect 30 more, giving me the required 50 cp and 10 cp extra, to be used for attacking the next turn. If you are not wielding any weapons, your right hand is your primary weapon. This means you will hit most often with your right hand. You'll hit slower with other weapons. When you wield a weapon, it is wielded as a primary weapon. Weapons wielded in left hand are secondary weapons. The skill 'concentrated 'attack' will give you more combat points which can be assigned to the attacking. * defending Each defending action costs combat points. For instance, you won't be able to dodge or parry very often if you only allocate 10 points for defense. Also, the weight carried and your shape affects your ability to defend. Being in a very bad shape reduces your ability to avoid hits. The skill 'concentrated defence' will give you more combat points which can be assigned to defense. * spellcasting How quickly you will cast spells during combat depends on how many combat points you allocate to spell casting, similar to how physical attacks work with offense points. There isn't a lot to do in the combat system for spell casters; see the combat portion of 'help magic' for more information. To master the art of combat perfectly, one must possess the knowledge in certain groups of skills. The skills that affect one's damage dealt in combat, one's hit chance in combat, and so on, come in groups of increasing difficulty: The most basic offense skill is 'melee', which helps in attacking your opponent, no matter how you are doing it. There are also the basic defense skills 'dodge' and 'parry'. The next step up in offensive skills are general knowledge about broad classes of weapons: 'piercing weapons', 'slashing weapons', and 'bludgeoning weapons'. 'slashing weapons' helps with swords, axes, and any slashing type weapon, 'piercing weapons' helps with daggers, spears, and any piercing type weapon, and so on. Next, after you get a generic weapons skill, you can specialize with skills like 'swords', 'axes', and so on. After that comes combat styles. One style might concentrate on waiting for the right moment to strike, while another would concentrate on dealing the most damage possible, at the cost of accuracy and defense. See 'help combat styles' for more information. Next comes hit styles, which combines weapon types (slashing, piercing or bludgeoning) with combat styles in order to strike more deadly blows. The ultimate set of fighting skills is battle strategies knowledge of how to fight. A player with combat style knowledge can sometimes predict what's going to happen, and can vary the style he fights, but a player who does know battle strategies can instantly perceive the current combat situation, and predict the opponent's possible next move. You are also able to use combat maneuvers in combat as explained in 'help battle'. In addition to manually using them you can experience 'combat momentums' in battle that allow you to perform a combat maneuver instantly. When you get one of these momentums you have a short window of time to enter a command to use the maneuver before the opportunity fades away. For example if you get a combat momentum that allows you to perform a strike you would type 'use strike'. Note that you may not target the maneuver or use any special options available to some of the maneuvers. There simply is no time for fancy stuff like that. Using triggers to perform combat momentums is strictly forbidden as explained in 'help triggers'. See also: help battle, help combat points, help combat styles (C) Jaa RY 1995-2000