Combat


Guidefound.jpg

Skill Scale Down 2021

This skill has been impacted by the Skill Scale Down. The impact of this for this skill is as follows:

  • This skill remains.
  • All knowledge is left as is.
  • For how to deal with XP, please see the page Skill Scale Down 2021 for links, information, and a player guide.
  • The scope of this skill has not changed. Please ensure that you take this into account going forward.

Combat Guide

Combat has been broken down into schools to represent the various areas of death-dealing that exists in Idalos. Within these schools lives a plethora of different weapons. The examples provided with each school is not at all meant to be exhaustive. Creativity is encouraged. Some weapons may seem to fall under two categories depending on how the weapon is used; for the sake of simplicity, they will be assigned to one school and use that school's skill. Very strange weapons will be evaluated and assigned a skill most representative of their application. If unclear which school a weapon falls under, approach a moderator and ask.

The Schools

Unarmed:

Brass knuckles, Bagh Nakh, Armor Spikes, Gauntlets, Bare Hands.

Developed Styles:


Styles to be Used with Defiance

Blades:

Two Handed - Broadsword, Flamberge, Katana

Versatile - Bastard Sword, Longsword

One Handed - One-Handed Sword, Cutlass, Scimitar, Shortsword, Cane Sword, Rapier, Gladius, Falchion, Dagger, Knife, Hand Sickle, Sai, Spring-Loaded Dagger, Swordbreaker, Tamo Dagger, Shuriken


Axes & Bludgeons:

Two Handed - Waraxe, Broad Axe, Morningstar, Sledgehammer, Lucerne Hammer,

Versatile - Axe, Spiked Mace, War Hammer, War Pick,

One Handed - Club, Mace, Hammer, Hand Axe, Cudgel, Hatchet


Polearms & Staves:

Two Handed - Halberd, Scythe, Quarterstaff, Bo Staff, Reaper Scythe, War Scythe, Naginata, Glaive

Versatile - Trident, Lance, Spear

One Handed - Javelin


Ranged:

Crossbow, Long Bow, Short Bow, Sling, Slingshot, Staff Sling, Pistol Crossbow, Atlatl


Whips & Flails:

Two Handed - Meteor Hammer, Rope Dart, Flying Claw, Nets

Versatile - Chain Whip, Flail, Spiked Flail, Three-Sectioned Staff

One Handed - Barbed Whip, Bullwhip, Cat O'Nine Tails, Chain Sickle, Urumi, Nunchucks, Bolas

Shields:

Tower, Buckler, Kite, Heater, Parma, Scutem, Lantern Shields


Siege Weaponry:

Siege weaponry is unique among the combat classes, in that it’s not exclusively purposed for combating individuals, but also for undermining fixed fortifications, attacking positions, and occasional mass destruction that involves a lot of collateral damage.

Not only this, but the usual stationary nature of the siege weapons themselves set them apart from the more portable weaponry, and often requires teamwork and a crew in order to operate with efficiency.

These weapons include but are not limited to traditional siege engines (catapults, onagers, ballistas, battering rams.) but also sapping tunnels, boiling pitch vats, and other forms of traps for the besieged side in a battle to employ.

That’s not to say that some aspects of Siege weapons would not be useful to one wielding another kind of weapon. For instance, a warrior with a large maul or mace could use it as an impromptu battering ram to open a small door that is barred from the other side. And someone who’s well proficient in throwing weapons may improvise a thrown grenade or burning cocktail to cause mass destruction to a rank of enemies or buildings. Yet these tactics using different weapons can draw from one’s skill at Combat: Siege Weaponry.


Trebuchet, Catapult, Ram, Ballista, Cannon

Schools as Skills

Each school is a separate skill, which you must progress as per all others. Each school requires its own set of XP and knowledges. Therefore, it is imperative that you label your knowledge clearly. However, within that school, you have access to all weapons.

One Handed vs Two Handed

In schools (such as blades) where there are two-handed or one-handed weapons, you must specify which you are focusing on. Eg: Blades (1 handed focus). In order to be able to use both one-handed and two handed weapons in that school, then you need to gain 3 additional knowledges at novice, and a further 3 at competent. From that point, all weapons in that school are open to you and you progress with usual knowledge requirements. Please note that these are additional requirements and may not be counted in the main knowledge count for higher levels of the skill.

Versatile weapons can be used either one or two handed.

Ex: Axes/Bludgeons (one handed), Blades (two-handed)


Throwing Weapons

By default, the weapon skills assume you are using the weapons in melee. In order to throw a weapon at the same level of competency as you are able to fight with it, you need 6 specialised throwing knowledge in that school. This is in addition to / separate from your "main" knowledge requirements. From that point, you can throw weapons of that school at the same degree of skill as using them in melee. Please note that these are additional requirements and may not be counted in the main knowledge count for higher levels of the skill. If one lacks the specialism to throw a weapon within a given weapon skill, they will then throw that weapon a single level lower than their current (Experts will throw at competent, competent at novice, etc.). Anyone can throw a weapon at novice skill, however, because it is the lowest skill level and therefore does not receive the skill reduction.

All non siege weapons can be thrown, but not all weapons can be thrown well. Please use your common sense when deciding how effective a thrown weapon will be. A thrown throwing dagger will be much more effective than a thrown greatsword, even if they both use the Blades (Throwing) skill. Similarly, not all weapons are intended to be used in melee. Be sensible about trying to stab someone with a held shuriken.

As a rule, if the weapon leaves your hand, it uses the throwing version of the skill, and if it doesn't, it uses the normal melee skill.

Improvised Weapons

Combat skills are meant to be used with properly designed and crafted weapons, but sometimes that's not what you have at hand. Improvised weapons can be used with existing weapon schools, but will be treated as though they were one skill level lower. For example, if you are a master with blades, and you break a glass bottle to fight with, you can use that bottle as if you were an expert.

A Note On Shields

By learning to use a shield, you learn to use it with a weapon. In having the shield skill, you have Shield (+Weapon), you use the Shield and the Weapon at their respective skill levels. So if you are using a longsword (at which you are expert) and a shield (novice), then you'll hit at expert level, but your shield defence is not great. Dual Wield (below) does NOT apply to shielded combat, only to combat where you wield two weapons.

Dual Wielding

Dual Wielding is an aspect of the skill of any weapon. It does not apply to unarmed,. The use of your "off" hand is assumed in the unarmed skill and does not require a Dual Wield aspect. This is weapons only. In order to dual wield two weapons, the following must occur:

  • You must be at least competent in both weapons. They can be from the same weapon school or different weapon schools - that makes no difference to how the Dual Wield works.
  • Then, following this you must gain the knowledge Dual Wield: Weapon School 1 x Weapon School 2. This must be done for each unique weapon school pairing that you decide to pursue.
  • Once you have gained that knowledge, you can now wield weapons from those two weapon schools at a Novice Level. Don't do it in combat, you'll put your eye out. But you have the theory. In terms of game mechanic, if you attempt to wield the two weapons at Novice Level, you effectively drop your skill in BOTH weapons by one level.
  • In order to become competent at Dual Wielding weapons from those weapon schools, you need to gain 5 knowledge in total (including the initial one). This would be requested as: Dual Wield: (Weapon School x Weapon School). These pieces of knowledge count exclusively to the Dual Wielding ability.
  • Upon achieving competency, you need to progress no further. You can now dual-wield weapons from those two weapon schools.
  • In any combat, your success or failure is based on your skill level of the weapon school in question. How well you dual-wield them is simply that. Once you are Competent at Dual Wielding, you can hit things, and people, at your usual Combat skill level of the weapons being used.
  • No matter how good you are at Dual Wielding, if you can't reach it, you can't hit it. Remember the range on the weapons you combine.
  • NPCs may also dual-wield. The rules for how they can accomplish this is detailed here


Some examples of Dual Wielding knowledge Include:
Dual Wield: (Blade x Blade)
Dual Wield: (Blade x Whip & Flails)
Dual Wield: (Blade x Axes & Bludgeons)

Skill Ranks

Novice (0-25)

The character has only started to learn the muscle memory and drills needed in order to perform the techniques of their respective weapon or martial art. This involves not only physical training but mental training in order to desensitize them to committing violence against others. Against an opponent of equal or greater skill, attacks will often fail or be easily defended. Combat between novices often becomes a bit of a comedy of errors. Combining different guards and forms of attacks with transitions from one to another will often elude this combatant. Combination attacks are beyond their skill level at novice.

Shielded combat at this level will be marked by significant difficulties when it comes to combined attack and defense. Smaller shields are less likely to provide much benefit or defense, and larger shields will tend to get in the way, as often as protect the end-user. In the way of their vision as they try to attack or defend, or in the way of their weapon as they pair defense with attack. Proper drilling will improve their proficiency gradually to the point where they're able to at least attack at their skill level, though their defense will suffer when they try to combine defense and offense into one sequence of motions.

Ranged combatants will take a long time to reload, and may have mishaps as they load their ammunition or nock their arrows/bolts and their aim will miss the mark at a moderate range for most of their shots.

Unarmed combatants are only starting to pursue an amateur interest in physical fitness, can stand against other novices in combat, but will not be able to stand against opponents who use weapons.

At this level, siege specialists are capable of providing support to a more experienced siege combatant, in either a crew designated to operate a single siege engine, or else a sapping crew for digging, or assisting in reloading the weapon. They won’t be very accurate or well timed in their own attacks when applying their skill to the actual aiming and execution of siege weapons.

Competent (26-75)

Competent warriors are starting to develop a level of precision to where their attacks will often land where intended unless dealing with a more skilled opponent or defender. The damage inflicted by such attacks will vary depending on circumstances, but more often they will cause minor to moderate damage rather than instantly lethal. They've begun to learn to string different forms of attack and guards together, allowing what offensive actions they do commit to inflict more damage against a disadvantaged or lesser skilled opponent.

They're also learning to hold their own against either higher skilled opponents or multiples of the same skill, able to hold off for a time while fighting defensively against those with greater skill. However, against experts and masters, it's generally only a matter of time before they're defeated by such opponents.

Shielded combat at this level will begin to improve to the point where the transition from attacking with one's weapon to defending with the shield will become more seamless, but still usually only effective when dedicating to either defense or offense. Smaller shields will be able to used with more agility, blocking attacks with some deftness but mistakes will still likely be made at times. Larger shields will provide more coverage, and the user will have found ways to adapt to the loss of perspective and offensive potential by timing their transitions. At higher levels of proficiency, the shield user will find sequences of attacks and defense easier to grasp, and to a point combine defense and attack with some minor success.

Ranged combatants will have become comfortable with loading their ammunition, arrows, and bolts, and will be most accurate at a moderate distance (for the weapon in question) most of the time.

Unarmed combatants will start to show more skill at this level when dealing with people who have a weapon. They may be able to disarm or even defeat a novice, but against an armed opponent of equal skill, they will often suffer defeat.

Here, a siege specialist comes into their own, and can begin to take aim and time their attacks with siege weapons with some degree of proficiency, to the point where they are capable of aiming a simple ballista, or timing the release of a trap such as boiling pitch vats or rock falls. Their timing is adequate, but they might miss a few times before they can calibrate properly to hit a target.

Expert (76-150)

At this stage, the expert is considered fully-fledged into their martial art. Able to hold their own against all but the most skilled of combatants. They can string complex guards and attacks into a series of brutally effective offenses. Muscle memory at this point becomes an afterthought, and they've developed enough of a range in motion that they can begin to improvise, putting their own spin on their particular martial art or weapon style. The wounds they inflict are often moderately dangerous and debilitating, and potentially lethal so long as they find their way past an opponent's defenses.

They've attained an ability to take on multiple opponents or higher-skilled opponents, even with a chance of success should they play their cards right, or take what advantages are available to them. They're still at a disadvantage against greater numbers and those of greater skill, but will at least stand a chance of winning, should their luck hold.

Shielded combat at this level will have attained a seamless form. The transition from attack to defense is instant, almost without a transition period between the offense and defense. Smaller shields can be used to cover a much greater area than one might expect of their size and occasionally succeed at intercepting missiles, and larger shields will be handled with more agility and flexibility, leaving fewer blind-spots while blocking or attacking. The expert will have found methods of combining defense with offense and perform these transitions seamlessly, at the same time.

Ranged Combatants will be fast at the reload of their weapons, and fast to aim. They rarely miss their mark at a medium-range, and may even make a few difficult shots at a long distance.

Unarmed combatants at this level have begun to develop ways of dealing with more skilled weapon specialists. They can take on opponents of one level lower than them and still be on equal footing, able to best them even.

Against opponents bearing weapons that are as skilled in their use as they are unarmed, they will be able to stand, defend, and evade attacks for a time, but barring any externalities or extreme luck, they will just as often suffer defeat from the hands of a weapons expert.

The siege specialist at expert level are fully capable of performing and directing a crew in the operation of all siege engines and traps. They are well capable of setting up the siege engines, and also in taking part of every aspect of their operation. They will rarely fail in their timing or aim of these devices.

Master (151-250)

At mastery, the weapon specialist and martial artist has attained the highest skill available to ordinary mortals. They can comfortably move one chain of attacks and parries to the next, without so much as a pause. They're more than comfortable with the idea of violence and will commit to a fight without hesitation. The wounds they inflict are almost always dangerous, if not deadly should they find their way past an opponent's defenses.

Their ability to handle crowds of multiple opponents of any skill level has expanded, giving them the ability to adapt to almost any number of combatants of most skill levels. They will still struggle against multiple masters, but still be able to hold their own for a time, unless severely disadvantage or outmaneuvered.

Shielded combat at this level will feel as natural as if the shield were just an extension of the warrior's arm. Transitions from attack to defense are indistinguishable from each other, and it can be unpredictable to tell whether they mean to attack or defend at a given moment. Smaller shields can cover any area that the warrior is capable of perceiving, and even be used to block projectiles to greater effect. Larger shields will be almost impenetrable to bombardment by missiles, and still a master of the shield will be able to take shelter under a larger shield, to the point where they're nigh untouchable by bombardment by arrows and bolts. They can combine their attacks and defenses without missing a single beat, and their offensive capability while providing full protection to themselves or others is flawless, only limited by their ability with the weapon.

Ranged combat masters will be faster at reloading and aiming their weapons than anyone else. Their aim needs far less time taken for it to be entirely accurate, even at long distances or difficult shots.

Unarmed combatants at this level will even be able to stand against groups of armed experts. However, against a master weapon specialist, they will still find themselves falling short of victory or evading defeat at great cost.

The master siege specialist can assemble siege weapons of all kinds without a thought, and operate them at half the man power. At a slight disadvantage, they might even be able to operate one solo, but that is obviously not recommended. Their timing is nearly perfect, as is their aim when directing a ranged siege engine.

Grandmaster (60+ Knowledges 250 xp)

Grandmasters, unlike prior skill tiers, are defined and separated from Masters in their development of techniques and methods known as Capstones.

When it comes to grandmasters of combat, you have two schools of thought with regards to the way their techniques improve. Some change the very nature of how a weapon is used, for instance, a whip may slash and bludgeon, a polearm's reach may be extendable in such a way to reach around defenses, and a blade can block blows without any damage done to its edge. Then there are singular techniques, such as sword strikes that radiate out from the natural reach of the weapon to cuts that can defeat plate armor as if it were made of padded cloth. Ranged combatants will have devised trick shots that allow them to fire several projectiles at once, perhaps, or to crank and load a heavy crossbow in but a few seconds. They may have devised such a sharp aim, that they can hit a squirrel in the eye from beyond the usual accurate range for their weapon. Unarmed combatants may develop techniques that allow them to counter weapon specialists, or become masters of evasion and misdirection. They may have developed strikes that are as effective as any masterwork weapon. Capstones with the Shield may include such benefits as being able to see perfectly well from behind a shield, or perceive the area on the other side of a larger shield. It may mean that they can make use of a shield that is slung across their back, effectively becoming impenetrable to arrows shot at their backs. They may be able to deflect a large number of weapons at a time.

Capstones for siege weaponry might include being able to solo operate a siege engine with full proficiency. Or perhaps Impeccable timing. Or another that allows them to operate several traps at once.

Capstones vary from combat style to combat style, but in all cases, it pushes the boundaries of what is possible to mortals, to its upper limit.

Tier 2

Tier 2 is, like Grandmaster level, defined and separated from ordinary masters by their development of special, borderline supernatural abilities that they develop through their development within the Tier 2 skill line.

If Grandmasters are getting fancy and impressive to the point of astonishment, Tier 2 introduces an echelon of combat expertise that is supreme over all other skill levels. Some combatants might have deduced perfect methods of defense, blocks, and parries that will never fail, or that meet several attacks head-on before they land. You might have someone with a quick draw, which allows them to unleash their weapon, attack, and replace it before anyone knew they used it. Ranged combatants may fire a rain of arrows in a short time, make trick difficult shots from miles out, or fire blind. A tier 2 unarmed master may become a living weapon, able to deflect blows and counter them with as much deadly force as any grandmaster bearing their weapon of choice. Supernatural masters with the shield may be able to perform near-magical feats with their shield. They may hold off even the most forceful of blows, or cover an area with a network of protection that preserves the defenses of their allies. They may be able to block from their back and front at the same moment. At this level of skill with a shield, the possibilities are practically limitless.

Here, we enter the realm of near impossibility, as the siege specialist becomes a force of mass destruction and death. Abilities at tier 2 might expand the area of effect of such siege weapons that allow for splash damage. They might have many times the range, or not need to aim at all before hitting their target. Very little is beyond a Tier 2 siege specialist when operating their machines and traps.

Where Grandmaster pushes what is possible at the master level to the point of near impossibility, Tier 2 shatters the possible.

Credits

Credit for original write up to Plague. Edits by Pegasus, Vulpes, and Pig Boy.

Progressing Combat

Combat Knowledge

The collapsible below has examples of Skill Knowledge for this skill. If you are unsure of what Knowledge is, please check the Knowledge Primer for details. Please remember that our Peer Reviewers will be checking to make sure that your Knowledge claim is appropriate to what you have learned in the thread and ensuring that you are not duplicating knowledge.

A guide to knowledge can be found here (this link takes you to the site) and the person reviewing your thread will do so following the steps laid out in the Peer Reviewer Guide. If you wish to use one of these knowledge in your request, please ensure that it is appropriate to your thread.

Combat

  • Combat (Whip): A bullwhip makes a sonic crack that intimidates opponents.
  • Combat (Blade): Longsword: Step aside defense technique.
  • Combat (Unarmed Combat): Using an opponent's attack to build momentum for your counter-attack.
  • Combat (Axes & Bludgeons): Maintaining proper edge alignment is required depending on the form of a weapon.

Subcategories

This category has the following 2 subcategories, out of 2 total.