[Let’s Study: Fantasy AGE by Green Ronin] Part 5: Sample Combat

Posted: August 6, 2015 by pointyman2000 in Fantasy AGE, Let's Study, Roleplaying Games
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Capture

Hello again!

We’re taking a little break from book learning and moving on to a little bit of application with a short combat scenario. For the purpose of this article we’ll be using Roscoe from the Character Creation article. Let me go ahead and repost the final sheet below:

Roscoe Gemfinder
Level 1 Gnome Rogue
Upper Class Apprentice

Accuracy 1
Communication 0
Constitution 0
Dexterity 3 (+1 from Race)
Fighting 3
Intelligence 1
Perception 1
Strength 0
Willpower 1

Focuses:
Dexterity (Legerdemain)
Intelligence (Evaluation)
Communication (Bargaining)
Intelligence (Arcane Lore)

Weapon Groups:
Brawling, Light Blades, Staves, Black Powder

Health: 26
Defense: 13
Speed: 11
Dark Sight
Speak Gnomish and Common

Talents:
Contacts (Novice)

Class Powers:
Pinpoint Attack – Once per round, add 1d6 to the damage of a successful attack if your Dexterity is greater than your opponent’s.

Rogue’s Armor: Ignore Armor Penalty of leather armor.

Equipment:
A backpack, traveler’s garb, waterskin, light leather armor, a Short Sword and a Pistol. As a member of the Upper Class, I also start with 100 + 3d6 Silver pieces.

For his opponent, let’s grab your generic bandit. I’ll add a clip from the actual book below for reference.

bandit

Roscoe is on his way to ply his (questionably obtained) wares in the market. Unfortunately, an armed bandit decides that Roscoe would make for an easy mark and accosts him as the gnome takes a back alley shortcut to the market, longsword at the ready. Knowing that he can’t outrun his opponent (damn his short legs!) Roscoe resolves to fight.

INITIATIVE

Roscoe and the Bandit both roll for initiative by making a Dexterity (Initiative) Test.

Roscoe rolls: 1, 6, 4 for a result of 11, adding his Dexterity of 3 for a total of 14

The Bandit rolls: 1, 4, 3 for a result of 9, adding his Dexterity of 1 for a total of 10

Roscoe gets to act first!

ROUND 1

Unwilling to close the distance between them, Roscoe opts to draw his Pistol and fire at the miscreant!

Roscoe spends a Minor Action to Ready the Pistol, and uses his remaining Major action to perform a Ranged Attack. He now makes an Accuracy Test, against the Bandit’s Defense of 11.

Roscoe rolls a 6, 5, 5 +1 for a total of a 17! Since this is over the Bandit’s Defense, this means that the attack was successful! In addition, since he rolled two 5’s this attack generates Stunt Points. The Stunt Die (in green) indicates 5, so that’s how many Stunt Points Roscoe has to spend right now. This might be the shortest combat example I’ve done in a while.

Roscoe’s player decides to spend the 5 Stunt Points on the following:

  • Rapid Reload (1 SP) – Immediately reload a missile weapon
  • Mighty Blow (2 SP) – Deal an extra 1d6 damage on an attack
  • Defensive Stance (2 SP) –  Gain a +2 to Defense until the start of your next turn

A Pistol’s damage rating is 1d6+3, and adds Roscoe’s Perception score of 1 to any damage dealt. With the stunt and his Pinpoint Attack class power, we’ll be rolling 3d6+4, and deducting 3 points of damage rolled as the Bandit is wearing Light Leather Armor.

Roscoe whips out his pistol, bringing it level to his eyes and squeezes the trigger, not bothering to ask about the Bandit’s motives. The bandit’s eyes grow wide as he feels the bullet plow into his side.

Damage roll: 2, 4 and 4 for a result of 10+3, with a +1 from Perception for a total of 14.

We subtract the Armor Rating of the Bandit from that total for a final result of 11 Health worth of damage, leaving him with only 4 Health left!

The Bandit lets out a grunt of pain, and closes in on the Gnome, slashing down with his longsword!

The Bandit spends a Minor Action to Move up to his Speed in yards, closing the distance between him and Roscoe. He then spends his remaining Major action to perform an All-Out Attack to grant him a +1 to damage rolls at the cost of a -1 to Defense on the next turn.

Bandit’s Attack Roll: 6, 5 and 5 a 17, and that’s before his +4 Attack roll bonus! The Bandit easily overcomes Roscoe’s heightened Defense and scores 5 Stunt Points as well! The Bandit doesn’t bother with finesse, spending all 5 Stunt Points to perform the Lethal Blow stunt and add 2d6 to his damage roll for a staggering 4d6+2 damage roll.

Damage Roll: 5, 4, 3, 2 +2 = 16 damage, subtracting 3 from Roscoe’s own Light Leather Armor for a total of 13 damage.

The blow sends Roscoe reeling, a vicious gash running down from his shoulder to his midsection. It was far too close to try using the Pistol again, so he Readies his Short Sword and attempts to run the Bandit through!

ROUND 2

Roscoe’s attack roll is 1, 4, 4 with a +3 for his Fighting Ability for a total of 12, just enough to breach the Bandit’s lowered Defense score! He also manages to score 4 Stunt Points!

Roscoe’s Short Sword deals 1d6+2 damage with nothing from his Strength. To compensate, he relies on his Stunt Points to perform the following:

  • Mighty Blow – Deal an extra 1d6 damage on an attack
  • Pierce Armor – Halve an opponent’s armor (round down) on this attack

Roscoe’s damage roll is: 3d6+2 and the result is 6, 2 and 1 +2 for a total of 11, subtracting half of the Bandit’s Leather Armor value of 1 for a final result of 10 Health worth of damage. More than enough to fell the Bandit!

Roscoe grits his teeth through the pain, stepping into the space just under the Bandit’s swing and drawing his short sword while doing so. He brings the blade up, feeling it sink through the leather armor, straining as he forces the blade through the Bandit’s body. The man struggles for a moment, bloodied hands trying to pry the Gnome away, before his strength faded away.

Roscoe staggered back, looking at the dead Bandit, and then at his ruined shirt and the ugly wound underneath.

So much for market day.

Overall the combat system feels quick, and I have to admit that the Stunts certainly did liven things up beyond the usual “I go, you go” pattern of most games.That said, it’s absolutely terrifying what a good Stunt Die result can do for someone, especially if you’re on the receiving end.

I’ve had to keep in mind a few things for this fight, mostly the bonuses to damage from Class Powers, but most of the bonuses have been rather straightforward. I imagine that if I had filled out a proper character sheet, it would be much easier.

That said, I feel that combat in Fantasy AGE is pretty good, and holds up against the expectations set by the rules. I love that the Stunts serve as mini-rewards within the attack roll, letting players suddenly get tricky about what their attack does in addition to just simply doing damage.

The Fantasy AGE Basic Rulebook is available in PDF format from DriveThruRPG for only $15.99 or roughly Php 720.

This Let’s Study series made possible by Patreon. If you’d like to help me secure more titles to cover in detail, please consider becoming a patron!

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