This is mostly from one game, but some things maybe from other games too because they've all started to mostly blend together. But... multiple components to this....
- Instead of automatically being within range to attack someone you have to
ENGAGE them and move into the appropriate range for your weapon.
If you notice someone ENGAGing you, you can DISENGAGE.
The agility, encumbrance, position, and combat skill of the two parties
determines how fast they can engage/disengage.
The attacker can try to CHARGE to get into immediate range, but that takes
moves and they may overshoot their target and/or loose their balance (and
end up flat on the ground).
Your chance of FLEEing depends on your combat range and the number of
PCs/NPCs you are engaged with.
- There are three (from what I remember) ranges...
- Ranged weapon range -- bow & arrow, boomerang, some spells
- Pole weapon range -- halberds, lances, whips, some spells
- Melee range -- swords, daggers, staves, whips, (Pole weapons can
also be used at melee but usually hit as bash instead
of edged weapons)
- There are limited number of "slots" at pole & melee range. Number of slots
available at the outer ranges depends on the number of slots filled at the
inner range. For example, someone may have 4 melee slots and 8 pole slots.
If 3 of the melee slots are filled, only 2 of the pole slots are available.
- Ranged weapons
+ Bows must be LOADed, AIMed, then FIREd.
+ Boomerangs are AIMed, FIREd. (chance of catching the boomerang on it's
return is based on Boomerang skill.)
+ Ranged Spells must be PREPAREd, AIMed, then CAST.
If you FIRE/CAST too soon (before your AIM is true), your chance of missing
increases.
Ranged weapons have a chance of hitting anyone engaged with the intended
target. Chance of getting hit depends on how close people are to the intended
target plus weapon skill of the attacker
- Related items
+ STANDing gets a round time based on player encumbrance.
+ You can fight while seated or prone, but at a severe penalty
+ Combat eats up moves (sort of like magic eats up mana)
+ Can choose to put your fighting attention into a pure defense, pure offense
or a mix
(So if you are heavily encumbered, end up falling in combat, you may be
better off switching to a purely defensive fighting attention to avoid
blows and try to get out of combat range.)
Hmmm... I think that's mostly it. (Does this count as a "single thing"?)