by Tsai » Tue May 26, 2015 12:44 am
Okay I've been doing some thinking and discussing combat and how to make sure it its balanced as well as still harrowing for your survivors. Combat indepth: First off I'd like to introduce the idea of escalation. Zeds at the start of every encounter will try to just subdue survivor in an attempt to breed them. They will attack only your stress and rip up your clothes grapple you etc. once they drop below 75% hp or you strike them 5 times, which ever comes first. they'll become more aggressive and attack you but still wanting to just subdue you so they may still breed you. All their attacks become nonlethal hp hits and when you hit zero your character falls unconscious or is so weakened that they are unable to resist the zed's advances. Your hp is put back to one and you're still alive but end up raped by the zed or zeds. When a zed drops below 25% they become hostile. No longer wanting to breed you they will try to kill you. Any nonlethal damage they did to you is halved then carried over to your lethal hp damage. For example: you have 20 hp and the zed did 10 nonlethal damage and then they turn hostile the ten damage you suffered becomes 5 lethal points of damage. If your hp drops to zero during this type of encounter you die or are mortally wounded. If you have a level 1 safe house or a level 2 safe house you wake up home a survivor having saved you but with half your inventory and safe house stash gone as a result. If you have a level 3 safe house then a survivor has rescued you and demands a favor or a third of your supplies as payment. If you have a stronghold/level 4 safehouse then one of your follower has saved you but had to leave some of your inventory behind. These death rules only apply to players who are currently alone or adventuring alone.
Death rules for teams of survivors. If one player goes down but the rest of the team manages to defeat the encounter then they are able to stabilize the downed player to 1 hit point. The one hit point player is in critical condition and must be taken back to a safe house to recover or a player must use 3 uses of a first aid kit(1 use if they have the field medic perk) to bring them to half hp and remove the critical condition status.
AC and armor. Ac is armor class or how well you manage to not get hit. AC is used to determine if you do get hit by a zombie or get hit hard enough of it to hurt. AC is calculated with your dex and half your con. If you have Riot armor you have a +2 to your AC and a 10% damage reduction. There are other armors in the game if you do manage to find them. 1 point of armor is +2 to AC and 10%damage reduction so if you find armor that has 2 points or the best (personnel) armor at 3 points then you add 2 AC per level and another 10% each level. This rule applies to cars as well but generally zombies punching your armored car won't do anything driving through a crowd of zombies is what will damage your car the most.
Note: Zeds do not have an AC every hit or attack against them is a hit its just dependent on how hard you hit them which is what really matters.
Pairs, groups, packs, and hordes: this is how I determine how many zeds a PC or groups of PCs will face before an encounter. Each player's starting location except for the researchers will encounter pairs of zombies unless a Nat 20 is rolled which allows me to double the number of zeds encountered. Pairs of zeds are a d2+1 groups are a d4+2 packs are a d6+3 and a horde is a d20+5. I reserve the power to add any number of dice to these rolls and will describe the groups of zed accordingly.
Note: How I determine you get an encounter is dependent on whether or not you're in doors or not. When outdoors and moving about the city it is assumed the player is actively trying to be stealthy, unless said otherwise by the player, I will roll a stealth roll and roll a zed encounter against your stealth score. If you roll less than ten on the check then the zeds get a bonus to spotting you depending on how large the numbers of the zeds are. When inside building the encounter is determined by chance. Some houses or buildings are just completely empty some are filled with hordes of zeds. The base DC, or dice check to see if the building has any number of zeds is 15. This number is never higher but can be lower depending on type of building. Restaurants convience stores, small stores etc are like to have little to no zeds but hotels homes and hospitals are likely to have a lot more or a higher chance to at least have some. There are some restrictions like a house will never have a horde of zombies in it unless it has a special reason to do so.
If there are any questions about this system let me know. I'm also mission a couple goals from a few people so please send those in.