MO Combat for the Transitional Player

 DragonRealms Modus Operandi
  Combat Heavy Combat almost unneccessary
  Massive system Mini system
Def. Skills 9 Learnable Defense Skills 2 Learnable Defense Skills
Off. Skills 22 (23) learnable Offense Skills 12 Learnable Offense Skills
  Hundreds of Equipment choices per skill on average Few equipment choices at all
Def. Style Layered Defense, with stancing Single Defense determined by stancing
  Significant effect of skills and stats to dammage delt and Roundtimes Little to no effect except to hit chance. Almost always 1-2 HP dammage delt every time.
Crits Death is always from wounds, Crits do massive damage which causes stuns and/or death. Death crits look it. Critical hits can be made for extra dammage, but a "Fatal Blow" hit causes instant death from the blow, rather than from the wound.
  Weapons generally all do more dammage than fists alone. Unarmed combat can often seem far more effective than armed combat
Combos Player skill is important, using combination attacks is best. Combinations of skills more effective, combination of attacks within a set weapon skill lacking.

Learnable Defensive Skills in DR:
Shield, Leather Armor, Light Chain, Heavy Chain, Light Plate, Heavy Plate
Evasion, Parry, Multiple Opponent

Learnable Defensive Skills in MO:
Evasion, Acrobatics (Roll from attack) (Parrying is not a seperate skill, just defaults to used weapon or highest unarmed skill)

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Learnable Offensive Skills in DR:
Light Edged, Medium Edged, Heavy Edged, Two-Handed Edged
Light Blunt, Medium Blunt, Heavy Blunt, Two-Handed Blunt
Short Bow, Long Bow, Composite Bow
Light Crossbow, Heavy Crossbow
Light Thrown, Heavy Thrown, Slings, Staff Slings
Quarterstaff, Short Staff, Halberd, Pike
Brawling, (Targeted Magic)

Learnable Offensive Skills in MO:
Fencing, Knife-Fighting, Blunt Weapons
Archery, Firearms, Thrown Weapons
Two-handed Weapons, Paired Weapons
Punching, Kicking, Grappling, Throwing (eg. Judo)

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DR follows a series of checks for every attack, creating an overall layered defense
Stancing effects concentration (180% concentration to be allocated through stance. I often use none of my shield skill, 90-100% Evasion skill, and 80-90% Parry Skill), but all attempts are made.
This series is something like:
Check Shield (active) - if shield is in hand, effected by shield skill, active move to block attack
Check Shield (passive) - is shield in possession, worn or held? Passive chance for it to get in the way.
Check Parry - only if armed, effected by Parry skill, stats, hinderance
Check Evasion - effected by Evasion skill, stats, hinderance
Check Armor (active) - effected by armor skill of type of protecting location struck - using armor to ward off blow without dammage
Check Armor (passive) - effected by armor skill of type of protecting location struck - using armor to reduce dammage from blow

MO has a single defense
Stance decides which skill is used (If stance is set to roll, you will use acrobatics but never evade or parry).
Only stanced skill is used. MO's check is more like:
Check stanced defense type
Check Armor type for dammage reduction

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To see what I was getting at in the table, consider these two scenarios-

In DR, a Death Spirit rips out my lungs. I can't breath without lungs, and there is all that massive internal and external chest bleeding. So, I die. Death caused by wounds.

In MO, a Perp gets in a fatal blow to my left leg. I die. Death caused by blow, regardless of actual wound. I swear I once saw this happen on an "insignificant hit." The best explenation for a fatal blow to the leg I've heard yet is the chance of hitting a femeral artery. However, this fails to recognize that it would take a bit to "bleed out" and die.

The same massive blow to the leg in DR, severing an artery and causing horrendus internal left leg bleeding? You'll probably still die, but at least it'll be from the loss of blood, and you might get that last shot in before you collapse.

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Combat is much more intuitive in MO than it is in DR. In Elanthia, a combatant needs to learn different styles to make use of the strengths of his/her weapon, and minimize the weaknesses. For example, one must make use of such combinations as Parry/Jab/Parry/Jab/Thrust when using a foil or rapier, but Parry/Slice/Parry/Chop with a scimitar, and Dodge/Draw/Bash with a mace.

By comparison, in MO, there are no Parry, Dodge, Bob, Weave, Circle, or similar tactical verbs. A combatant primarily need only Attack, the main learning being of a variety of unarmed moves and ways of mixing combat styles, such as following up a sweeping kick with a rapier attack.

Note: One exception to the lack of MO combat verbs is Lunge. In DR, a lunge is generally a dangerous manuver, as it leaves you exceptionally open for attack. A MO lunge is different in that it only takes about twice as long in RT, with a chance for critical dammage. It is fairly safe to lunge here, if you can spend the RT.

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