I'm hardly an expert on the combat system, but here's my take on it, for what it's worth.
JohnK a écrit :
1. What are the rules for multiple actions in combat? Can a player character take multiple actions in a round? What are the guidelines and the game modifiers for doing so?
That's an interesting question. If you're talking about making multiple attacks in a round, then I would say "no, never" because the rules never make mention of taking multiple actions, only a single action per round, and multiple actions would slow down combat. What's more, having a bunch of modifiers specific to such a situation seems antithetical for a "rules light" system like Esteren. If you're talking about a player who wants to use his action to attack or move AND do something else minor as part of that, then that's a different question...
It makes me think of one of the most common complaints about the "action economy" in D&D 4th Edition (skip ahead if you're familiar with this already). On your turn, you have three actions: A Minor action, a Move action, and a Standard action, so you know exactly what your character is capable of doing in a turn. However, people's frustration stems from not quite uncommon scenarios such as this: A player wants to move his character through a closed door, shut it behind him, and then keep moving. By the rules, the player has to use his Move action to move up to the door; then a Minor action to open the door; then he still has his Standard action, which he can use
either to close the door
or to move away from the door -- he doesn't have enough actions to do both.
For Esteren, however, since combat is supposed to be fast and relatively straightforward, and even though I generally prefer "rules clarity" over "GM handwaving," I would allow a player to perform "incidental" actions as part of his action based on the context. So if a player says, "I'm going to go through the door across the room and shut it behind me," I'd likely allow him to do all of that by taking the "Movement Attitude" as described on page 217. (Incidentally, I think this is one area in which the combat rules could use some expansion or elaboration -- what if a player wants to do something that isn't a move or an attack, like drawing a weapon, closing a door, or mounting a horse?)
JohnK a écrit :
2. What are the rules in combat for attacking multiple opponents and defending against multiple opponents? There is the section on Group Combat on page 237, but it doesn't address being attacked by more than one opponent, and how one defends and strikes back against them. So what are the guidelines for this?
Since each combatant only gets one turn per round and one action per turn, you can't attack multiple opponents per round regardless of how many are attacking you. As per the rules, "The Round is resolved normally."
If you're surrounded by opponents, these are the only special rules: You can only be surrounded by a maximum of 4 opponents; an opponent attacking you from behind gets a +2 to its attack roll (you would probably specify which opponent you're facing).
JohnK a écrit :
3. Not strictly a combat question per se, but what are the guidelines that folks would use for Ambidexterity? While there is a Combat Art (page 238) for Two-weapon Fighting, what guidelines would you use for a character who is Ambidextrous or for one who lacks ambidexterity and wants to use weapons in both hands?
I would just assume, as in D&D, that all characters are ambidextrous and can use a weapon equally well in either hand (but can't properly fight/defend with two without the TWF Combat Art).
I would say that any character can hold a weapon in each hands, but doesn't get any bonuses associated with the TWF Combat Art (or penalties, for that matter).
JohnK a écrit :
4. Under the Fighting Arts (page 238), there is the one for Parry. However, why is there no mention of being able to Riposte under the Parry section? What would be the guidelines for riposting in combat?
It could be because it would add complexity that slows down combat, or because it would be too powerful (so a player would just choose to Parry + Riposte every round). Either way, if you think of melee combat abstractly, the combatants are constantly parrying and riposting as best they can when attacked (represented by the character's Defense rating) -- as per the rules, page 236, "A successful Attack roll means that
at least one blow has been dealt during the Round," showing you how abstract a round of combat is meant to be in this system, as one "Attack roll" actually represents not just one single strike, but the combatant's entire effort to damage an opponent during the 6-second round. I would interpret a use of the "Parry" art as dropping into a completely defensive stance that doesn't let the opponent reach you, but which also prevents you from attacking properly.
I hope I haven't misunderstood any of your questions! Like I said, I don't have any practical experience with the combat rules yet, but this is my best interpretation.