File Dump (Temp Housing of Documents)

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[Recreated by Palegeon]

So I bet your wondering, why is this yahoo from Chicagoland retyping this combat mechanics page. Two reasons. One, I like this project and want to see it go far. Two, I am a stickler for styling and formatting. It's always nice to see a well written document. Hence without further adue, Palegeon's Revision of OKAM Combat Mechanics.

Combat is a rather down and dirty process, from the classic duel of parries and thrusts to the shameless rending of individuals from nave to chops. In this document I will cover the phases of combat, weapon advantages, special cases, and modifier table summary. Lets look over phases.

[==]Phases[==]

Stop and Plan - During this phase any number of things could occur. Often times deployment, special convos, and reinforcement events will occur during this time. It is also a good indicator that combat is possible (and most likely about to occur).

- Player Phase - During this phase the players take their actions in the following order.

1. Movement - You will need to move to acheive victory. You can move as far or less than the movement count for your class. Take in count your attack range. Positioning is key!

2. Declare Action - Now if you have any skills or actions you wish to enact, now is the time to declare so unless your class states otherwise. Start your decapitaing swing or encant a spell!

3. Action - Now is the time to start rolling those dice or carrying out a similar action. Carry out your action through the required means. Actions can speak louder then words in battle!

[==]Weaponry[==]

Now that you know about phases, now you need to know what you can use in combat. You've got to start somewhere right? Hands and feet can only take you so far before they become useless on their own. So maybe you would like to invest in a weapon. Well we've boiled it down to several catagories, staying true to the original game. As follows...

Blades - A classic weapon of myth, lore, and real life. Dagger, swords, and any hilt oriented weapon are classified under this category.

Lances - Wide ranging pole-arms of various quality and use. Lances, spears, and pike varients usually fall into this category.

Axes - Stereotypically used by bandits, barbarians, and berzerkers. Axes, hammers, and heavier wedged weapons cover this category.

Bows - Silence, swiftness, and lethality in a complex projectile launcher. This includes bows, crossbows, and the much more complex varients.

Anima -

[Credit to Funnio for original combat mechanic post and concept design]

[Credit to Bane for concept design, moderation of project, and game hosting]

[Credit to Talhajami for world design, premise, and concept design]

[Credit to Wavejones for Classes Revision and concept design]

[Credit to Palegeon for being a revision fanatic]

[Credit to the Players for making this game possible]

[If you have not been credited in this post and deserve it, message me on Fabletop]