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Created page with "The world of Wyld West is dangerous, and conflict can arise at any moment. Whether through a brawl in a saloon, a duel at dawn, or a desperate fight for survival against the horrors of the Caldera, players should always approach combat with a focus on safety, fairness, and immersive roleplay. == handling in-game disputes == Not every conflict in Wyld West needs to be settled with violence. Disputes over debts, insults, or power struggles can be some of the most engagi..."
 
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Not every conflict in Wyld West needs to be settled with violence. Disputes over debts, insults, or power struggles can be some of the most engaging parts of roleplay. However, sometimes the only thing a bandit understands is the business end of a revolver.
Not every conflict in Wyld West needs to be settled with violence. Disputes over debts, insults, or power struggles can be some of the most engaging parts of roleplay. However, sometimes the only thing a bandit understands is the business end of a revolver.
== Rules for Combat ==
=== Melee === 
We want our combat to look amazing, heroic melee blows are encouraged, but this does not mean fighting at half speed. 
Swings should be from over half of the weapon's length and look good, and they should be pulled and safe. 
We do not condone ‘tippy tappy’ fighting or ‘drum rolling’—this means to quickly and repeatedly strike in fast succession. 
We also do not have a 1-second rule as seen in other systems where you would only take 1 point of damage per second. 
If you do get hit, you must still take the damage per hit. 
'''All Melee weapons do the following:''' 
* 1 Point of Global damage on a Successful hit on an Arm, Leg, Torso, or Head. 
* Melee blows hurt! You may have a lot more hits, but being hit really hurts and should be roleplayed! 
=== Guns === 
Guns play a key part in the setting of this game, and so we expect many to be used at the same time, which may become confusing. Where possible, try to get the attention of your target so that they are aware of being shot at and can therefore react. 
We are aware this may not always be possible, and if you are attempting something specific, please inform a referee of your intentions. 
'''All Guns do the following:''' 
* 2 Points of Global Damage. 
* For a gunshot to count, you need to have the attention of the person you are shooting at, and for the cap in the gun to go off. 
* Gunshots hurt! You may have a lot more hits, but being shot really hurts and should be roleplayed! 
=== Thrown Weapons === 
'''All thrown weapons do the following:''' 
* 1 point of damage. 
* Blows hurt! You may have a lot more hits, but being hit really hurts and should be roleplayed! 
=== Additional Weapon Rules === 
==== Large Monsters & Two-Handed Weapons ==== 
Large monsters and large two-handed weapons (such as two-handed axes) in addition to melee damage will cause any character to either: 
* Take a '''strike down''' effect if it is safe to, 
* or '''Stagger backwards''' as if they have been struck by something with tremendous power. 
This will be up to the player being hit by such weapons to roleplay which effect to take. 
Large monsters will not be calling ‘strike down’ with every blow, but rather we encourage our players and crew to roleplay such blows and make the combat look so much better. 
==== Combat Realism ==== 
Players must not use comedy weapons and items that are not weapons in combat, such as foam loaves of bread or foam mushrooms. This rule is in place to maintain the look and feel of the game that we are aiming towards. 





Latest revision as of 23:49, 27 February 2025

The world of Wyld West is dangerous, and conflict can arise at any moment. Whether through a brawl in a saloon, a duel at dawn, or a desperate fight for survival against the horrors of the Caldera, players should always approach combat with a focus on safety, fairness, and immersive roleplay.


handling in-game disputes

Not every conflict in Wyld West needs to be settled with violence. Disputes over debts, insults, or power struggles can be some of the most engaging parts of roleplay. However, sometimes the only thing a bandit understands is the business end of a revolver.


Rules for Combat

Melee

We want our combat to look amazing, heroic melee blows are encouraged, but this does not mean fighting at half speed. Swings should be from over half of the weapon's length and look good, and they should be pulled and safe. We do not condone ‘tippy tappy’ fighting or ‘drum rolling’—this means to quickly and repeatedly strike in fast succession. We also do not have a 1-second rule as seen in other systems where you would only take 1 point of damage per second. If you do get hit, you must still take the damage per hit.

All Melee weapons do the following:

  • 1 Point of Global damage on a Successful hit on an Arm, Leg, Torso, or Head.
  • Melee blows hurt! You may have a lot more hits, but being hit really hurts and should be roleplayed!

Guns

Guns play a key part in the setting of this game, and so we expect many to be used at the same time, which may become confusing. Where possible, try to get the attention of your target so that they are aware of being shot at and can therefore react.

We are aware this may not always be possible, and if you are attempting something specific, please inform a referee of your intentions.

All Guns do the following:

  • 2 Points of Global Damage.
  • For a gunshot to count, you need to have the attention of the person you are shooting at, and for the cap in the gun to go off.
  • Gunshots hurt! You may have a lot more hits, but being shot really hurts and should be roleplayed!

Thrown Weapons

All thrown weapons do the following:

  • 1 point of damage.
  • Blows hurt! You may have a lot more hits, but being hit really hurts and should be roleplayed!

Additional Weapon Rules

Large Monsters & Two-Handed Weapons

Large monsters and large two-handed weapons (such as two-handed axes) in addition to melee damage will cause any character to either:

  • Take a strike down effect if it is safe to,
  • or Stagger backwards as if they have been struck by something with tremendous power.

This will be up to the player being hit by such weapons to roleplay which effect to take.

Large monsters will not be calling ‘strike down’ with every blow, but rather we encourage our players and crew to roleplay such blows and make the combat look so much better.

Combat Realism

Players must not use comedy weapons and items that are not weapons in combat, such as foam loaves of bread or foam mushrooms. This rule is in place to maintain the look and feel of the game that we are aiming towards.


In Character Calls

Fear

You have 3 Options:

  • Run away from the source of fear for 30 seconds.
  • Get into cover and break line of sight with the source of fear for 30 seconds (using your friends as a meat shield is perfectly acceptable and encouraged).
  • Freeze on the spot for 30 seconds, but you may still defend yourself.

Strikedown

Drop to the ground as quickly and safely as possible before getting up again. You can defend yourself while taking the effect.

Rend

Take 1 Points of Global Damage &....

  • If hit on a limb, that limb cannot be used until the Rend effect is removed.
  • If hit on the head/torso, the character is knocked down (as per Strikedown) and becomes Fatigued (see Fatigued).

Mangle ‘Location’ or Mangle ‘Item/weapon’

Gun shot call Location – Take 2 points of Global Damage and... If hit on a limb, that limb cannot be used until the Mangle effect is removed. If hit on the head/torso, the character is knocked down (as per Strikedown) and becomes Fatigued (see Fatigued). Item/Weapon – The targeted item is broken and cannot be used until repaired by a crafter (or Gunslinger if the broken weapon is a gun).

Fatal

Your hit points are reduced to zero. Start your death count. You do not get the first half of your death count conscious, but you still have your full death count.

Subdual

When specifically stated by an attacker, any melee blow may be subdual. This works like normal damage, except the character will not die from it. A character reduced to zero by subdual damage is unconscious. They can be roused after 30 seconds with appropriate roleplay or will naturally wake up after 2 minutes, fully recovering their subdual hits.

No Effect

If you are not affected by something for whatever reason call “no effect”.

Mass

Any call can be prefixed with "Mass", meaning it affects everyone within 30 feet of the person calling it.

Fatigued

Duration: 30 minutes. While Fatigued, a character cannot move faster than a walking pace and should roleplay being completely exhausted. They cannot use any of their skills or sub-skills. Hit points are unaffected, and characters may still communicate freely.

Stun

A character cannot move or perform any action for 30 seconds.

Charm

A Charmed character becomes utterly engrossed in whatever the Charmer is saying or doing. They will be oblivious to everything else around them as their fascination with the Charmer intensifies. If the Charmer moves, the Charmed character will attempt to follow for as long as the effect lasts. While Charmed, the character cannot defend themselves or interact verbally. The effect ends if the Charmed character takes any damage or if the Charmer stops speaking, breaking the effect naturally. Once the effect ends, the character remembers that they were Charmed.

Mesmerise [Time]

A Mesmerised character is completely under the control of the Mesmeriser. They cannot speak or take any action unless instructed to do so. They must follow any instructions to the best of their ability. They will not remember anything they do or see while Mesmerised. The effect lasts for the specified time (e.g., "Mesmerise 1 hour" lasts 1 hour) or until the character becomes unconscious for any reason.

Grapple

Requires three characters to successfully grapple a target. The target is 'Restrained', See Grappling section for more details.

Execute

Kills a character who is on their death count, see Executing section for more details.

Grappling

Grappling is generally banned at Wyld West events, as it too easily leads to injury. Many players are uncomfortable with being physically grabbed, so no physical grabbing is allowed. To simulate grappling, follow these steps:

  • Use open hands – hold your hands open about a foot away and clearly state “Grapple” while keeping a safe distance.
  • Wait for the target to say "OK" – If the target does say OK the targeted player is giving consent to physical contact. Even with consent, physical contact should remain respectable. We recommend hand on the shoulder or elbow. If there is no clear "OK", or any doubt it was said, assume consent was not given.
  • Allow space – The targeted player should be given room to stand unassisted while roleplaying the effect.

Key Rules:

  • Three player characters are assumed to be able to restrain, pick up, or otherwise manhandle another player character.
  • Player characters on the receiving end of a grapple should yield with good grace—excessive struggling or unrealistic escapes are considered cheating.
  • If a monster is too big to be grappled, they will simply call “No Effect”.


Hit points

Characters have a number of global hits (3 at character creation but this is modified by flaws and Archetypes)—this means they can be struck or shot a certain number of times anywhere on their body before they must begin their death count. For example, a character with three global hits who is struck once on the head and twice on the arm will have matched their hit point total. They must drop to the ground and begin their bleed count (see Death and Dying). There are various ways a character can increase their global hits, such as the sub-skill ‘Criminal Body Development’, which can be taken at character creation. Other methods may be discovered in-game.

Body Locations & Damage Calls Alongside the global hits system, a character’s body is divided into six locations:

  • Head
  • Torso
  • Left Arm & Right Arm
  • Left Leg & Right Leg

These locations are used for certain damage calls, which will have specific effects depending on where the strike or shot lands (see Damage Calls).


Striking Etiquette & Safety

Head hits are allowed, but should be avoided where possible since shields and armour are not readily available in the game. However, if you only expose your head as a target, be aware that head hits can and will be made. Do not aim melee blows at the face, groin, throat, or neck for safety reasons.


Execution

Executing a Character

To execute a character, they must already be reduced to zero hits and on their death count.

Melee Execution: A single light blow should be struck against the chest of the target while stating "Execute" so they are aware. The victim is likely to be lying prone, so please ensure the strike is gentle.

Firearm Execution: A gunshot should be fired within arm’s length of the victim, accompanied by the call "Execute". Do not ever place a gun against someone's head.


An execution instantly kills the target, bypassing their death count. See Death and Dying for more details


Safety Warning: Never drag a blade across a player’s neck.


When Execution Does Not Work

The "Execute" call has no effect on the following:

  • Characters who are playing possum, subdued, asleep, stunned, or otherwise incapacitated, unless they are already mortally wounded. In these cases, they must inform the executor that the attempt has failed (but will still take 1 point of damage from a melee blow, or 2 points from a gunshot).
  • A mobile combatant who is still actively fighting or moving.
  • Certain supernatural or special creatures may be resistant to execution or require specific damage calls to be killed.