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Post by CJ on Feb 9, 2008 5:23:22 GMT -5
Gangbanging - If multiple attackers wish to attack at the same time, they must do so at the same time. They must also attack from different directions, which requires movement about the field and the opponent not to Move himself until all are in position and the attack commences. The target must respond to all attacks in the same way, and only one action can be taken in response to them in most cases (see exceptions below) In any case, the attacks are resolved in order of Priority, even though they 'occur' all at the same time. Depending on how the target reacts, this can be simple or difficult... Simple first.
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Post by CJ on Feb 9, 2008 5:24:25 GMT -5
Defending - Calculated normally, but Defense stat is cut for each attack position. Front: Normal. Sides: 2/3. Back: 1/2.
Wasn't that nice and easy? Now onto the fun stuff! If the target dodges...
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Post by CJ on Feb 9, 2008 5:26:40 GMT -5
Dodging - The target dodges normally, as if there were no other attackers. If they Dodge successfully, then the attacking character will strike the character opposite them, possibly Interrupting them unless the attacker either uses an Act to halt the attack, or the attacked target successfully dodges the same attack the intended target did. It's comical and all, but don't you just hate when that happens?
Note: This ally interruption is, obviously, void if that character has already finished his attack, but they still take damage.
Note 2: Buckler Bonus, if any, will only apply to one character attacking them.
If the target FAILS their dodge, then their Speed when calculating the next one is cut by 1/4. This is cumulative for every failed dodge, but a successful one will reset the 'counter'.
That was the OTHER easy one! Now onto the realll fun stuff!
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Post by CJ on Feb 9, 2008 5:27:43 GMT -5
Responding with Act (AKA: The Action Hero Defense) - If the target feels they have a keen eye, a quick hand, and something to prove, or if they're just really really stupid, they can attempt to Interrupt any number of targets attacking them. They must have higher Speed than anyone attacking them, and must successfully identify which of their enemies will strike first. If they successfully do this, it is a Surprise Attack against that target, and they are Interrupted. They then try to guess who will attack second, third, fourth, until all attackers have either been Interrupted or they guess wrong and suffer a Surprise Attack from the real attacker. Once this happens they're pretty much screwed.
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Post by CJ on Feb 9, 2008 5:28:58 GMT -5
Responding with Act in a Less Suicidal Way (AKA: The Jacky Chan Defense) - If the target has higher Speed than anyone attacking him, and has a Movement skill that allows it, they can simply get the hell out of the way. It will be treated as a successful Dodge of all attackers. Keep in mind that Run won't really work if you're completely surrounded.
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Post by CJ on Feb 9, 2008 5:30:09 GMT -5
Responding with Act in a Less Suicidal Way 2 (AKA: The Keanu Reeves Defense) - If the target has higher Speed than anyone attacking him, and has an attack usable at a moments notice that deals AoE or multiple enemy damage, they can respond by using that attack instead. If the attack is AoE, it must either have a radius of effect equal to the number of attackers, or be centered on the user such as a Spin Attack. If it is multi-hit, it must be able to hit as many people as are attacking. Whoever doesn't get hit will get a full power attack.
Action Hero Correlary - Combo attacks cannot be used in these interrupts, unless they happen to be AoE (See: Keanu Reeves Defense)
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