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Hi, FiloArdimentoso.

I'm planning to release something to clarify combat rules and other situations that players have problems with. I hope this example of play works for now. Let me know if you have any doubts.

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Yokai Hunters Society - Example of play: Combat.
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Hasegawa Aiko, a 37 years old hunter is assaulted by a thief (human-level 1) while traveling alone through the woods. 

Aiko’s stats:

Courage +2 | Self-control +0 | Sharpness +0 | Wisdom +2

HP 10 | Curse resistance 2

EQUIPMENT: 1d8 sen per day, Hyontan (gourd canteen) (+3), Pendant (+1), Rope (+3) 

[When combat starts, if the narrative can’t clearly dictate who’s acting first, roll initiative. In this case, the hunter failed a Sharpness roll so she couldn't spot the thief hiding in the woods.]

THIEF’S TURN 1: The thief attacks by surprise and decides to hit the hunter with a staff in her head. Aiko might be able to stop the thief, but she’s being attacked by surprise (disadvantage), so the hunter player rolls 3d6 and adds Aiko’s Courage (+2) to the result. They roll 5, 2, and 4. They drop the best (5) and add up the other two numbers plus the Courage bonus: 6 + 2 = 8. The thief is a human level 1, so the target number to save against his attacks is 11 (10 plus level). Aiko feels a hard blow to the head and takes 3 points of damage (the difference between the target number and the result of the roll: 11 - 8 = 3). 

AIKO’S TURN 1: She’s bleeding, but still conscious and throws an instinctive punch at the thief: the hunter player rolls 2d6 (5 and 1) and adds Aiko’s Courage (+2). Another 8!! The thief stops the punch and hits her with the staff again. She suffers 3 more points of damage. 

THIEF’S TURN 2: The thief's not an assassin, he just wants the money. He tries to put Aiko to sleep by choking her with the staff. Aiko has no weapons and only 4 HP remaining, so the hunter player decides to use the Curse die: rolls 2d6 and 1d8 (3, 4, and 8), adds the two best results and Aiko’s Courage (4 + 8 + 2) for a total of 14!! Aiko loses 1 Curse resistance point, but grabs the thief’s staff and hits him back with it in the teeth. The thief suffers 3 points of damage (14 - 11) and sees his HP (and target number) reduced to 8.  

AIKO’S TURN 2: Aiko needs something to defend herself and spends this turn grabbing a good-sized stone. The hunter player rolls to find out how helpful the stone will be in combat: 2d6 (3, 6) + Wisdom (+2) resulting in a total of 11. One point over 10, which means the stone will grant her a +1.

THIEF’S TURN 3: The thief growls and spits out a blood-soaked tooth. He raises the staff and lunges at Aiko. She weighs the stone and waits for him. The hunter player rolls to defend: 2d6 (5, 2) + Courage (+2) + Stone bonus (+1) for a total of 10! Aiko dodges the staff with a quick move to her left and slams the stone into the thief's stomach. He suffers 2 points of damage and sees his HP (and target number) reduced to 6.

AIKO’S TURN 3: While the thief is bent over, she grabs the stone with both hands and launches another blow. The hunter player rolls to attack: 2d6 (3, 6) + Courage (+2) + Stone bonus (+1) for a total of 12.  Enough to reduce the thief’s HP to 0.

Thank u very much, is very clearly and exhaustive this example of fight and combat turn. 

''More than enough to reduce the thief’s HP to 0.''

Shouldn't the HP reduce to 5 (total of 7 - the target nember of 6 ) ? 

you’re totally right! I’ll change the result of the roll to make it work. Thanks for pointing it out!