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[4] Combat

   Some people might see a role-playing system without combat like a Twinkie without a creamy center. While I strongly disagree with combat being the end-all do-all of roleplaying, rules of engagement are vital in any situation where conflict exists. Roleplaying games are all about conflict; not necessarily combat, but it is a very real and (sometimes) legitimate way to resolve it.

   The driving force behind RPS2's combat rules is to be as realistic as possible while still being as simple as possible. The decision of whether or not that goal was achieved I leave up to you, the player. If certain rules seem overcomplicated, let me know and I will do my best to simplify. If combat seems to drag on forever, tell me, and I'll see what I can trim. On the other hand, if the game appears well-balanced and speedy enough, let me know that too. It's good to know when you've done something right.

   Combat in RPS2 is turn-based. The combat procedure is divided up into time segments called "rounds", each of which is 3 seconds in duration. Each round, (usually) every character involved in the fray will act, one at a time, one after the other. The process of organizing each combat round is explained in the next section, [4.1] The Combat Round.


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