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1.7.1 Readying Weapons, Shields, and Armor
NOTE: The combat system is undergoing revision. This
page is outdated.
Weapons increase the amount of damage you do in combat. Armor and
shields reduce damage done to you, but also may also lower your
effective Dexterity or cause you to expend Fatigue faster. (Note,
however, that the weapon and armor system is quite flexible:
administrators may +define combat objects that depart from
these norms... for example, high-tech armor that does not reduce
Dexterity.)
You do not have to have a readied weapon in order to attack. Attacking
without a weapon is calculated as `bare-hand' damage, figured from your
Strength and unarmed combat skills such as Brawling and Martial Arts
(discussed further in Unarmed Combat.)
To ready a weapon or shield, type +ready <weapon or
shield> . You must be holding the weapon in order to ready it.
It must be created by a Argo program. If you drop the weapon or it
leaves your possession in some other way, it will become unreadied and damage
you do will be figured as bare-hand until you recover and re-ready it.
+Ready works in the same way and follows the same
syntax for melee weapons, missle weapons, projectile weapons, and shields.
Readying takes one turn.
To use armor, type +put on <armor>. You
must be holding the armor in order to don it, it must be created by a
Argo program, and it must not be broken (armor rarely if ever
becomes broken). If you the armor leaves your possession, the prop is
recording its presence is removed and attacks against you are calculated
without armor. Heavier armor takes longer to put on: donning armor takes
2 turns for each level of Damage Resistance provided. The heat of battle
not a good time to don your DR 6 plate mail: you'll probably be dead
before you get it on. (The time required for donning armor is a
trade-off of realism for playability: it would take considerably longer
than three minutes to don a full suit of plate mail.)
Unless combat events cause otherwise, weapons and shields remain
readied until you unready them (+unready ; 1 turn) and
armor remains worn until you take it off ( +take off ; 1
turn per level of damage resistance). So, it is technically feasible to
remain armored and have a readied weapon at all times. However, the
+check command shows a character's readied weapons and
armor, and in many situations being armed and armored would be very
inappropriate IC.
You do not have to own a weapon in order to ready or use it.
Characters may lend weapons to each other. Also, quick-typing,
non-lagging opponents can take a combatant's dropped weapon. Ideally, a
situation such as this should be determined as a contest of skills
rolled against Dexterity, but in any event, carrying a second weapon is
not a bad idea.
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