Echoes of the Isles

The Combat System

The combat system on Echoes of the Isles is a little different from other combat systems you may have used. It has some things in common with ‘maneuver’ based combat and other things in common with ‘description’ combat. It is mostly skill based, meaning that the character with the greater skill ratings should win the fight. Statistics matter as well, of course, and there is a healthy dose of luck. Because of the complexity, some level of player skill matters; much effort has gone into minimizing that aspect and yet having the level of flexibility desired. Timing and speed of typing has been minimized wherever possible.

This combat system is also deadly and permanent. Even a friendly spar can end with a broken limb that will take time to heal. Previously it was possible to fight, nearly die, and then rest up and continue in minutes. On the upside, attacks that cause damage do not occur as often as they did previously; it is possible to fight and win without being hurt at all.

[For those of you interested in the nitty-gritty details, I will put specific formulas within brackets where needed. If they don’t make sense, don’t worry, they are not required to know!]

Points!

There are several point ratings which are key to combat:

Once a fight has been initiated (kill [targetname]), both combatants enter into Combat mode, receiving the combat prompt. The opponents start circling each other for position, studying their opponent for weak points. Unlike other systems, there is no automatic attack action! During this time, each combatant gains Action Points, and loses Move Points as they feel each other out. Eventually something will break, one person attacking or the other.

Commands

Commands Function
cemote (or =) To perform a combat action (combat emote)
combat (or +) Gives status information of opponent. (or does 'combat info' if unengaged)
combat info Shows your current stance and combat statistics
combat list Shows the list of combat keywords which are accepted by the combat parser
combat keyword Shows specific information about a particular keyword ('combat keyword lunge')
stance Shows or changes your stance

The key to combat is the ‘combat emote’. Most of your commands will be interpreted by the parser through the combat emote. (cemote or =) These commands can be simple or complex.

Some examples:

For the full list of possible keywords, use ‘combat list.’ Many of these can be used in conjunction with each other. In fact, they are intended to.

The combat emote parser will try to glean what it is you want to do from the text of the combat emote you enter:

Cemote growls and and launches himself at you, *viciously *swinging his sword!
Cemote *feints a *low *strike to your knees!
Cemote backs *away, his weapon pointed at your chest.
Cemote raises his hand, hoping to bring a *halt to the fighting.
Cemote *catches his breath *for a second, eyeing you warily.
Cemote *leaps *forward, bringing her sword down in a *vicious *overhead *swing, aiming *high on your neck.

In the above cases, the keywords are marked with an asterisk, as they would when utilized. (You don’t type the asterisks in, if the parser locates a term it marks it).

Price!

Every combat action has a price associated with it. This price is in Action Points. If you wish to know how much something will cost, merely type combat to see the minimum cost of the action and the maximum cost.

Why two costs? Well, if you cannot afford the full cost of a complex action, the parser will go ahead and do the part of the action you CAN afford, as long as you can afford the base cost, of course. The base cost is the minimum action that if removed would make the combat string meaningless. Think of it as the verb, and the others as adjectives.

For example, if I tried to do a ‘powerful, overhead and deadly stab at your vitals’, the base cost would be for ‘stab’, that which the phrase is built around. If possible, it would try to add powerful, overhead and deadly, stopping when you could no longer afford the next term.

Weapon Base Action Cost:

The base action cost for a maneuver is complex and unnecessary to really know. However, it is based around common and combat sense. The cost is dependent on the type of action, the weapon used, the stance used and the range at which it occurs.

Type ‘combat info’ to see your weapon and the relevant costs.

[formula for a weapon strike: weapon base cost+ swing/thrust cost+ stance base cost+ stance swing/thrust cost + range cost]

Examples of Weapon Action Costs:

Movement Base Action Cost

The base cost for retreats, advances, closes, etc. is based upon the stance maneuver cost and the armor movement penalty.

Armor movement penalties are :

So, advancing in Snake stance, no armor is 20aps, while Turtle in Plate = 70aps.

Other Base Action Costs

Maximum Action Cost: ‘Complexity’

There is a maximum Action Point cost per maneuver. This cost is based upon your skill with the weapon and the stance you are using. The more skilled you are, the more keywords you can string together for the ‘ultimate’ attack. This cost is calculated and listed by using ‘combat info’ under ‘the maximum AP cost for a single action’.

The Hidden Aspects of Cost:

There are two aspects of the price of a maneuver which are invisible.

Overuse!

If you use a keyword (besides a base keyword; ex. Deceptive instead of swing) several times, it will become ‘overused’. Your opponent will see it coming. When it is overused, it is marked with an ! in from of the term (!deceptive) instead of (*deceptive). Use other keywords and vary your attacks, it will become available to you.

Delay!

Players can set a delay which will slow combat down somewhat. When two players fight, the higher delay is used. When a player fights a mob, the players delay is used. When a combat-emote is used, the delay value is added to the delay counter (which is shown on the extreme right hand side of the combat prompt). Every combat tick, this delay will count down. If any action is performed before the delay counter hits 0, the amount is added to the Action Point cost of the maneuver.

For example, if the delay is set to 10 (a high delay) and I am using a dagger, Snake Stance, close range (Action cost of 5) and I execute a flurry of stabs in short order, the cost increases exponentially. The first costs me 5, the second 15, the third stab is 25 points. I will have to wait 20 combat rounds for my delay to hit zero again. If I was fighting and experienced player and we agreed to go at full speed, I could attack in a flurry of strikes all costing 5 aps until I tired myself out or ran out of Action Points.

To be clear, the Delay value is added to the CURRENT counter when an action is performed. So if the delay counter has dropped to 1 (in the current example) and then I act, it goes up to 11. (and starts falling again).

You set your delay with the “Wimpy” command. ‘wimpy 10’ will have a delay of 10.

The Attack!

When you attack, your Attack Score is calculated:

Your strength, your skill in the weapon, and your overall skill with all melee weapons matters, add a healthy dose of luck and you your score is filled out.

[Formula: To Hit: Str statistic-50, + weapon rank + combat category rank /4 + 10d10]

Thereafter, the ball is in the defenders court, as they try to stop the attack.

Every defender has three defenses; A primary, secondary and a tertiary. What those defenses are is dependent upon the stance used. Turtle Stance, for example uses Shield Block as primary, Parry as secondary and Footwork third. The Monkey stance, however, uses Parry first, Off-hand Parry second, and Dodge last.

A defender’s Primary defense is based upon their dexterity, their defense skill, a familiarity with the weapon they are attacked with and luck, PLUS their balance and position.

[Formula: Primary: Dex statistic-50+ Primary defense skill rank + attacking weapon rank/4 + 10d10+ 1/10th of current Action Points]

If after the Primary defense subtracted from the Attack Score is still positive, the attack continues and use their Secondary Defense.

If an opponent is forced to use their Secondary defense, there is a slight AP cost to them, the same for using their Tertiary; they are slightly forced out of balance.

Their secondary defense does not benefit from the Dexterity or luck roll again, nor from their familiarity with the opponents weapon. It merely is dependent on their skill with their defense and their action points.

[Formula: Secondary: (Secondary defense skill rank + 1/10th current Action Points)/2]

If the secondary defense fails in reducing the attack to 0, the Tertiary, final, last ditch defense tries. It is based purely upon skill in the tertiary defense.

[Formula: Tertiary : (Tertiary defense skill rank)/4]

If the Attack Score is still positive even after all three defenses are subtracted, then damage ensues! The amount of damage is dependant upon how much of the attack was stopped. If it just barely slipped through the defenses, then the damage is minor, if it was overpowering, a great deal is done. It is quite possible for a single attack to fell an opponent!

Damage!

Now, the damage is calculated. The amount of damage done is proportional to how well the attack got through. Furthermore, it is modified and multiplied by the weapon type, attack type and whether there were any damage-modification keywords involved. Axes do more damage than daggers, for example, and if vicious or powerful were used as keyword, more damage results.

Damage comes in two parts: Concussion damage and Critical damage.

Different kinds of weapons do different kinds of Critical damage. Daggers do puncturing criticals when thrust, slashing criticals when swung, for example. Criticals can effectively end the fight even though your still have Hit Points remaining. They can break limbs, stun, reduce your effectiveness, cause bleeding. They are unpleasant and lasting, although they can be healed with time and care.

Armor!

Armor is your friend, when it comes to Criticals, but it is often your enemy when it comes to combat. Armor converts what would be Critical Damage into Concussion damage. A blow that would have broken your ribs is instead softened. A slash that would’ve laid your belly open merely causes a bruise.

Armor comes at a price, however. It increases the Action Point cost of standing when knocked down and maneuvering for range. Also, although you Criticals will affect you less, you will take more Hit Points of damage. Armor doesn’t necessarily mean you will win a fight, just that when it’s over, you will be less injured.

Stance!

Stance is a key to Combat. It defines how well you move and fight, and what sort of actions make sense. It also defines your opponent’s strategy at getting at your soft parts. Once you start the fight in a stance, it is possible to switch stances and strategy, but it is very risky. Changing stances forfeits all your current Action Points as you give up your position and plans, leaving you temporarily endangered. Wait for your opponent to give you a chance, or you will be giving him a gift. Stance or Combat Info will give you your current stance. Combat (or just +) will give you your opponents.

Each stance is good and bad at different things. No one stance is the best; each has their strengths.

Stance Descriptions:

Keywords!

Now that the basics of combat are laid before you, several minor truths are apparent.

First of all, combat favours the defender. It is very difficult to land a blow against an equal opponent. Second of all, the turnout of the fight will depend on how the fighters match up against one another, so that Fighter A might beat Fighter B, and Fighter B might beat Fighter C, but that doesn’t mean that Fighter C will lose to Fighter A! It is also possible for there to be a fight where neither combatant is sufficiently skilled to really hurt the other, and there will be no easy conclusion. A lucky minor wound at the start of the fight could easily mean the difference between victory and defeat.

The Keywords are important to this system. Without them, you cannot pick apart the defenses of your opponent, or set them up for your finishing strike.

The Keywords are divided into several groups. When using Combat list, the groupings are seperated by color.

Each keyword has a cost that is added to the Action Point cost of the action.

***Not every keyword is available to every player! Some have prerequisites of statistics, skill levels or other things!

***To get specific information on a keyword, just use ‘combat keyword

Power Keywords:

*powerful, *fierce, *vicious, *overhead, *round These keywords help deliver powerful blows. They make the strikes that hit do more concussion damage. They also have chances of damaging or disarming parry and off-hand parry attempts. These powerful blows have a chance of knocking your opponent down if they meet it with a blocking or parrying defense.

Attack Keywords:

*lunge, *leap, *deceptive, *deceiving, *quick, *fast, *instant, *rapid, *beat These keywords concentrate on beating your opponents defense. Lunges and leaps help your attack against people who are using footwork to avoid you, deceptive, deceiving attacks contain a feint and are good when people are parrying or blocking you. Beat attacks are wonderful versus someone parrying you. Striking quickly is good versus all defenses.

Critical Modifying Keywords:

*high, *low, *middle, *safe, *deadly These aim your blows better. If a Critical hit occurs, low attacks will only hit from the torso down, high attacks from the torso up, middle attacks torso only. Low attacks also have a chance of tripping your opponent. Safe means you are intentionally not aiming for vital areas, useful for sparring, and deadly means you are going for the most damaging target your can hit.

Thrust Base Keywords:

*stab, *thrust, *jab These keywords indicate that your base attack is a thrust. Some have some slight differences, for example, Jabs are harder to stop, but do less damage.

Swing Base Keywords:

*smash, *swing, *slash, *hack, *chop, *strike These keywords indicate that your base attack is a swing. Some have some slight differences, for example, Smash has a chance of knocking your opponent back.

Trick Keywords:

*disarm, *trip, *cheat, *bash These keywords improve the appropriate chances for disarming, tripping, or bashing your opponent. Cheat has a chance of stunning them.

The Wild Keyword:

*wild The wild keyword uses d100 instead of 10d10. Higher highs, lower lows. It has an exorbitant AP cost, however. It is an attack of desperation.

Movement Keywords:

*close, *advance, *closing, *charge, *away, *retreat These keywords are useful in manipulating distance. If you retreat or move away while at long range and you have more Action Points currently than your opponent, you will break off. Note that you cannot move and attack in one maneuver, except with charge.

(I.e. ‘= closes and swing.’ Will just close. Use ‘=closes. || = swings.’

Rest Keywords:

*rest, *breath These keywords help you rest while in combat, snatching a moment where you can. When you use one, it takes a random amount of Action Points and adds to your Move Points. Use these carefully!

Quarter Keywords:

*surrender, *stop These commands will attempt to bring combat to a halt. If your opponent has Subdue on, then these will bring the fight to an end.

Feint Keywords:

*feint, *fake These keywords indicate that the rest of the attack is a feint. If successful, you will cause your opponent to lose Action Points responding to the attack. Even if unsuccessful, they will lose some.

Off hand Keywords:

*off, *left, *other These keywords indicate that the attack comes from the off-hand.

Technique!

So, your opponent seems impregnable, all your attacks have failed, being stopped easily. How do you get base his hedgehog defense and make him bleed?

HELP (and changes)!

Some problems which seem to confuse:

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