Preparing Before Combat
The next thing you need to know is the 'magic formula':
(your OCV + 11) - your roll on 3d6 = the highest
DCV you can hit
Definitions: your OCV is your 'offensive combat value' and your DCV is
your 'defensive combat value.' How these numbers arrived on your sheet
isn't important -- either you, Bob, or someone else waved their hands,
mumbled some mumbo-jumbo, and there the numbers were. Don't sweat it. Just
know where those numbers are on your sheet.
A tip: if you can do it, keep your character sheet open in another
window behind your MU* client on-screen, so you can easily see at
least your character's dexterity, speed, OCV, and DCV. If you can't
do that, write the information down and set it where you can see it next
to your computer.
Know what phases you go on! Write down the numbers of
the phases if you have to, so that when the GM says "It's phase
two, who goes on two?" you know whether or not you go
then. That information can be found either on page 139 of the fourth
edition Hero System 'Big Blue Book' [BBB] -- or you can inexpensively buy an electronic version of the system book and
look it up under the chapter heading "Entering Combat."
If you have any combat levels you have an extra level of flexibility
available to you. You can add your levels to either offense or
defense. Levels can be confusing, however, if you're not combat-savvy. A
good rule of thumb is if you're outnumbered or facing someone who's as
good or better than you -- leave your levels in defense!
Finally, if you have someone else on your side you need to decide
if you're going to comp(lement) their attack. This is nice to do for
several reasons: for each person attacking that makes their coordination
roll the person you're attacking loses 1 DCV (down to half his DCV),
it allows all the attackers to add their stun together on their
attack, and it allows you to emulate things like the Three Musketeers
all fighting together in a team. For more information on comp'ing
either read "multiple attackers bonus" on page 150 of the BBB, or read this page.
A quick note on why adding stun is nice: if the added-up stun
on your attack is greater than the opponent's constitution,
he's stunned for one of his actions. This is a Very Good Thing -- it
halves his DCV! If you can somehow lower your opponent's DCV he will be
easy to hit. Keep in mind that this is not always the correct in
character thing to do, like if your character has the 'disad' "Honorable
fighter." However, if clever tactics are the hallmark of your character
-- gang up on him, knock him unconscious, trip him, somehow blind him
temporarily... but do something to lower his DCV. And keep in
mind -- opponents can do the same thing to you! Always watch
your back.
Okay, back to pre-combat preparations. Do you have armor and if so how
much? Write this down on your crib sheet of notes also. If you're going to
potentially be in combat with killing attacks and you don't have armor --
stop what you're doing, and get some armor! If you don't have any,
the entire damage of the killing attack will be applied to you,
regardless of what your PD or ED is. This will make you very dead, very
fast. With even just a single point of armor you can take your
PD plus your armor off the stun damage, and your armor off the killing
damage. This makes a Very Big Difference. Trust me on this one... but
if you want more information go to page 160 in the BBB.
The final thing you need to know is: what d6 of damage the weapon
you are using does, and if it's killing attack damage or not. Write that
down too... and now you're ready to go.
Combat
Okay, you're faced with combat on-line! Here's the first thing you
need to do: stay at the screen! Combat takes concentration
-- there's no escaping that. Nothing is more frustrating to all
concerned to have a player wandering around cluelessly, with no idea of
what they should be doing. It slows down the game, and it's damn rude to
treat your GM and other players so. Don't be surprised if your character
gets either ignored or hurt if you refuse to focus your attention on
the game. Keep alert! Know what folks are doing and where things are --
your teamwork will improve which will make your teammates happy with you,
and your GM won't have to keep reminding you of stuff, which will make
your GM happy too.
Second, figure out what the 'dividing symbol' on your server is, so
that you can type more than one line at a time before you hit return. On
my machine it's | but set it to whatever is easiest for you. This is going
to be important because you're going to make all your dice rolls at once,
to help your GM and to save time. Also, always put in an OOC comment
line that tells you what each roll is for, or it can get confusing.
Now the actual combat... let's say you're attacked first. Check with
the GM -- ask them if the other person seems as competent or as fast
as you. This will NOT get you exact answers as to skill comparisons,
but a nice GM will give you a sort of general reply that will give you
some idea of what your opponent is like.
Things you can do (assuming you've paid the points, of course): you
can dodge, block, or ignore the attack. Dodging is pretty
much always good -- it raises your DCV. I like dodging -- it's simple,
straightforward, and has little to no bad side-effects. Blocking
is good and bad -- it stops the incoming blow and lets you go first in
the next action, but you have to have that specific maneuver, and if
you miss your block roll you may well be hit. Ignoring the blow
is a gamble, based on your DCV being higher than your opponent's attack
-- e.g. you're guessing that your 'natural' moving around and readiness
in combat is good enough that your opponent won't be able to hit you
regardless. If your GM lets you know that your opponents seem much less
competent than you feel free to try it! Just never count on it.
Now it's your turn. Listen for the GM's cues -- they'll usually
call out OOCly what phase they're on. Sing out when it's your phase,
and have your DEX ready to tell him if he asks for it -- DEX tells the
GM who goes first in each phase. When the GM tells you it's your turn,
roll your dice, and good luck! The way I handle it is to go through my
decision tree, then just cut and paste.
Good things to know -- you want LOW rolls for: comp'ing,
to hit, skill rolls. You want HIGH rolls for: damage, stun
multipliers. It's also nice if you have a high OCV, DCV, SPD, and/or DEX,
and for your opponents to have lower numbers than you, although that's
not something you can really affect much in combat.