The Art of War 2: Modern Warfare - Ch. 1: Welcome to Basic

Information on how to play the game, including full tutorials on how combat works.
1 post Page 1 of 1

The Art of War 2: Modern Warfare - Ch. 1: Welcome to Basic

Quote

Post by Tony »

The Art of War 2: Modern Warfare
Updated for DW7.0

Chapter 1: Welcome to Basic

Congratulations on making it into the game. We're happy to have you. You've managed to wade your way through character creation, application, and approval, and are now ready to move onto basic gameplay mechanics.

These chapters will focus on combat, the most complex and quickly-moving part of the game, as well as on certain other areas of the game that may come up along the way.

____________________________________________________

1.1: Initiative

When the combat phase of an engagement begins, a GM may ask the player characters to "roll initiative," which is a metric for how quickly a character can act and in what order the combat will progress.

A character's initiative check is equal to its Awareness statistic. To add your character to the initiative list in the bot and in other automated functions, use the !init command.

Example: Joe has 250 Awareness.

!init Joe 250

The bot wil randomly select a value between 1 and 250 to assign to Joe, then place him in the initiative lineup. In case a different bot is in use and some automated functions were lost, simply roll 1d250 and inform the GM of the result.

While init is normally done at the start of battle, characters can also enter a battle late. When they roll their init, it typically does not count for the current round of combat, as they suffer what is called 'summoning sickness' and -- unless the GM specifies -- must wait the duration of the current round to take part at their time in the following round.

Also, when multiple characters belong to a player but only one is allowed to take part in the actual fight due to GM request, one should consider all to still be present in the action. When you wish to fight with another character, declare it before your current character's turn. That character may not attack as they have been 'tagged out' so to speak for your the character you wish to bring in. On top of that, the new character must wait the round tell their own rolled turn comes up in the following round.

Usually during missions, this 'characters in mission/ in battle' ratio is provided whenever someone wants to join, or during the start of the mission. For instance, you may see a GM call a mission "2/1"; that is two characters in mission, one allowed during battle.

Note - OOC late arrivals of players who are in the mission are not subject to summoning sickness and considered there and allowed if their init number comes up during the round. Simply a matter of luck.

____________________________________________________

1.2: Actions

Now that the actual process of getting into the fray is over, let's look at some of the things that can be done.

Attack - Due to your current level of understanding, we won't go to far into this. When you wanna hit something this is clearly your friend. Right?

Interact - Even in battle this isn't some random event with the same background over and over! You're able, at any time during your given turn, to interact with it. Who knows -- there may be more useful to an area than any bullet or spell in your arsenal.

Defend - In the same manner as you attack, this is probubly the area you wanna look into for getting away ... but more on this later.

Magic - Not always related to attacking and not always related to defending, this mystical art can't do anything but help... or, if you're not lucky, hinder your opponent's progress in battle.

Change Equipment - If you wanna survive, of course you want the right tools for the job. But where do they go? How many of what can you have where? And did you get that thing I sent ya?

Use Items - Useful things here and there that keep the ferryman away another day.

Hold Action - Sometimes doing nothing is the best choice; by "holding" an action, you can choose to delay your action until later in the initiative list, until the end of the current round. When you are ready to take a held action, you can simply notify the GM and it will be accommodated. This is required for some feats and abilities.

____________________________________________________

The next chapter will describe the process of physical combat.
Last edited by Tony on April 30th, 2023, 11:14 pm, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

1 post Page 1 of 1