FourthToInfinity
Member
Hey everyone, I just wanted to bring up something that I think should reasonably be included into the CRP System: Surprise Attacks/Assassination Attempts.
Just as one could do in any real life scenario, it wouldn't be terribly out of the question for some to take a less honorable route and make an attempt to attack someone out of the blue. The current system doesn't really abide that logic as, in no matter what scenario you are in, all parties involved have the same start to the fight, being technically automatically aware of when an unexpected attack is coming. No one is capable of constant 360-degree sight and sound detection, hence, surprise attacks.
I can make a few suggestions here, but I wouldn't want it to be the deciding factor for if this suggestion goes through, so please do keep that in mind.
Idea 1. Advantaged Attack Rolls: When attacking someone suddenly, you can roll advantage for any of the attacks you can take on that first turn.
Idea 2. Increased Damage: When attacking someone suddenly, you can roll advantage for any of the attacks you successfully hit that turn.
Idea 3. Penalties To Surprised Party's Turn: When attacking someone suddenly, your first turn is normal, but the defending party's following turn's attacks are either halved or the damage they do is halved.
Again, these are just ideas, but if better options are thought of, I'd say go for it, now onto Assassination.
Assassination is a rather sensitive topic to most, considering it is indeed an attempt on a target's life. However, if they are to be completely taken by surprise, and the attempt is made without them being able to react in time, there should indeed be dire consequences. I have a suggested solution for this possibility as well.
(1) Start of Attempt: Both the aggressor and defender roll a d100 if all conditions are met. Whoever rolls higher takes the cake. If the aggressor wins, proceed to the next step. If the defender wins, the attempt is foiled and regular combat may ensue.
Conditions for Initiation of Assassination Attempt:
1. Target must have an exposed vital area not covered by armor [Head or Torso]
2. Target must not be able to see the attempt. If they emote looking the other direction
prior to the beginning of the attempt, they cannot look back exclusively to suddenly
witness the attack.
3. Aggressor must be able to carry out the assassination, however, if they are within distance to be stopped in time by others within 1 block, they may roll a contested strength roll. If the aggressor attempting the assassination fails to succeed against however many contested rolls, the attempt it foiled right then and there.
(2) Succeeded Attempt: The aggressor wins the roll and meets all the conditions. They are able to roll a d20, and that will decide how effective the attempt truly is.
1-5: A wound equal to a quarter of the defender's health is dealt, they are not at risk of bleeding out, though.
6-10: A would equal to a third of the defender's health is dealt, they are not at risk of bleeding out, though.
11-15: A wound equal to half the defender's health is dealt, without proper medical attention within the next 7 turns, they bleed out.
16-19: A wound equal to half the defender's health is dealt, without proper medical attention within the next 2 turns, they bleed out.
20: A critical wound equal to the defender's full health is dealt, and there is no saving them.
Just as before, this segment is just a suggested mechanic. If these mechanics are not chosen, that is fine. My hope overall is for something like either of these to be implemented.
Just as one could do in any real life scenario, it wouldn't be terribly out of the question for some to take a less honorable route and make an attempt to attack someone out of the blue. The current system doesn't really abide that logic as, in no matter what scenario you are in, all parties involved have the same start to the fight, being technically automatically aware of when an unexpected attack is coming. No one is capable of constant 360-degree sight and sound detection, hence, surprise attacks.
I can make a few suggestions here, but I wouldn't want it to be the deciding factor for if this suggestion goes through, so please do keep that in mind.
Idea 1. Advantaged Attack Rolls: When attacking someone suddenly, you can roll advantage for any of the attacks you can take on that first turn.
Idea 2. Increased Damage: When attacking someone suddenly, you can roll advantage for any of the attacks you successfully hit that turn.
Idea 3. Penalties To Surprised Party's Turn: When attacking someone suddenly, your first turn is normal, but the defending party's following turn's attacks are either halved or the damage they do is halved.
Again, these are just ideas, but if better options are thought of, I'd say go for it, now onto Assassination.
Assassination is a rather sensitive topic to most, considering it is indeed an attempt on a target's life. However, if they are to be completely taken by surprise, and the attempt is made without them being able to react in time, there should indeed be dire consequences. I have a suggested solution for this possibility as well.
(1) Start of Attempt: Both the aggressor and defender roll a d100 if all conditions are met. Whoever rolls higher takes the cake. If the aggressor wins, proceed to the next step. If the defender wins, the attempt is foiled and regular combat may ensue.
Conditions for Initiation of Assassination Attempt:
1. Target must have an exposed vital area not covered by armor [Head or Torso]
2. Target must not be able to see the attempt. If they emote looking the other direction
prior to the beginning of the attempt, they cannot look back exclusively to suddenly
witness the attack.
3. Aggressor must be able to carry out the assassination, however, if they are within distance to be stopped in time by others within 1 block, they may roll a contested strength roll. If the aggressor attempting the assassination fails to succeed against however many contested rolls, the attempt it foiled right then and there.
(2) Succeeded Attempt: The aggressor wins the roll and meets all the conditions. They are able to roll a d20, and that will decide how effective the attempt truly is.
1-5: A wound equal to a quarter of the defender's health is dealt, they are not at risk of bleeding out, though.
6-10: A would equal to a third of the defender's health is dealt, they are not at risk of bleeding out, though.
11-15: A wound equal to half the defender's health is dealt, without proper medical attention within the next 7 turns, they bleed out.
16-19: A wound equal to half the defender's health is dealt, without proper medical attention within the next 2 turns, they bleed out.
20: A critical wound equal to the defender's full health is dealt, and there is no saving them.
Just as before, this segment is just a suggested mechanic. If these mechanics are not chosen, that is fine. My hope overall is for something like either of these to be implemented.