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game_systems:combat [2026/03/07 03:33] – [[[~:Damage_Overview]]] elfinlocksgame_systems:combat [2026/03/09 15:48] (current) – [Initiative] elfinlocks
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 ====== How Combat Works ====== ====== How Combat Works ======
  
-These rules are meant to provide a framework for combat engagements. Real fights are far more complex and cannot be put into such boxes. However, with some descriptive interactions and finding "the best fit," most options will fall into these categories. Exceptions always exist, and an acceptable outcome should be discussed as a group. The GM as always has final say when rules questions arise. The point of combat is to drive engaging gameplay and story telling. Asking if you can perform a backflip off a wall and slice a goblin in half is fun and encouraged, even if little combat advantage or ruling is required.+These rules are meant to provide a framework for combat engagements. Real fights are far more complex than this, and cannot be put into such boxes. However, with some descriptive interactions and finding "the best fit," most options will fall into these categories. Exceptions always exist, and an acceptable outcome should be discussed as a group. The GM as always has final say when rules questions arise. The point of combat is to drive engaging gameplay and story telling. Asking if you can perform a backflip off a wall and slice a goblin in half is fun and encouraged, even if little combat advantage or ruling is required.
  
 Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence, until combat ends: Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence, until combat ends:
 +
   - When combat begins, all combatants roll Initiative   - When combat begins, all combatants roll Initiative
   - Combatants act in Initiative order (highest to lowest)   - Combatants act in Initiative order (highest to lowest)
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-====Combat Round====+====Initiative====
 <WRAP Round Box> <WRAP Round Box>
-A Combat Turn lasts for 6 seconds of time in gameThat means there are 10 rounds per minuteThe character with the highest initiative roll takes their turn first and then proceed in order. (Sometimes an effect will increase or decrease initiative rolls. This effect can change the initiative order and is immediately calculated if combat is already initiated.) Once it is a characters turn they must take their turn. A turn is limited to a single characters initiative passwhile round is a full initiative cycle starting from highest to lowest. There are a few actions that can be taken outside of the characters turnsuch as immediate actions and Attacks of Opportunity.+At the start of any combat encounter, or when starting a fight of any kind, an Initiative check is required to participate in the combatTo roll Initiative, roll 1d20 and add your Dexterity modifier, and any miscellaneous bonuses to Initiative you may possess (such as from a Talent)Characters act in order of highest check to lowest. After the character with the lowest Initiative check ends their Turn, the Combat Round ends and begins again starting from the highest. This cycle continues until combat is resolved 
 + 
 +If two characters are tied for highest Initiative, a series of tie breakers are usedwith the winner proceeding first: 
 + 
 +  - The character with the higher [[chargen:common_terms#ability_scores|Dexterity modifier]] 
 +  - The character with the higher [[chargen:common_terms#ability_scores|Wisdom modifier]] 
 +  - The character with the most [[game_systems:hero_points|Hero Points]] 
 +  - Winner of a coin-flip
 </WRAP> </WRAP>
  
-====Initiative====+<WRAP center round info 60%> 
 +Forfeiting an Initiative check means that a character is not participating in the combat. This does not mean they cannot be targeted, but often bystanders will flee, or remain as curious onlookers in the event of many brawls 
 +</WRAP> 
 + 
 + 
 +====Combat Round====
 <WRAP Round Box> <WRAP Round Box>
-At the start of any combat encounteror when starting a fight of any kindan Initiative check is required to participate in the combat(Forfeiting an Initiative check mean a character is not participating in the combat. This does not mean they cannot be targettedbut often bystandards wild flee or remain as curious onlookers in the event of many brawls.) An Initiative check is a Dexterirty check + any misc or Talent based bonus. Characters act in order of highest check to lowest. After the character with the lowest Initiative check ends their turn their turn the round of combat ends and begins again starting from the highestThis cycle continues until combat is resolved. If two characters are tied for highest initiative series of tie breakers are used. If any ties remain continue down the chain- The character with the higher Dex goes first > Higher of Wisdom > Higher number of Hero Points > flip a coin.+A Combat Round lasts for 6 seconds of time in gameand each combatant's turn takes place during this periodwith their sequence determined by Initiative. That means there are 10 Combat Rounds per minute. The character with the highest initiative roll takes their Turn first and then proceed in descending orderA Combat Turn refers to an individual combatant's turn on that Round of combat, whereas a round is a full Initiative "cycle" starting from highest to lowestand looping back around again. There are a few actions that can be taken outside of the characters turn, such as [[chargen:common_terms#action_types|Immediate Actions]] and [[chargen:common_terms#armor_class_shields_and_concealment|Attacks of Opportunity]].
 </WRAP> </WRAP>
 +
 +<WRAP center round info 60%>
 +Sometimes an effect will increase or decrease Initiative rolls. This effect can change the Initiative order, and is immediately calculated, regardless of whether combat has yet started or not.
 +</WRAP>
 +
 ====Surprise Round==== ====Surprise Round====
 <WRAP Round Box> <WRAP Round Box>
-In the event not everyone is aware of opponents participating in combat then those characters should not roll to join iniative until they are ware of danger. This does not mean an invisible or concealed enemy prevents an opponent from join initiative. Once a character believes they are in combat they act in initiative.+In the event that not everyone is aware of opponents participating in combatthen those characters should not roll to join Initiative until they are made aware of danger. This does not mean an [[priority:magic:spells:tier2:invisibility|invisible]] or concealed enemy prevents an opponent from joining Initiative. Once a character believes they are in combat they act in Initiative.
 </WRAP> </WRAP>
 +
 +<WRAP center round info 60%>
 +For example, if a character succeeds on a [[priority:skills:perception|Perception]] roll to notice combat occurring, they immediately roll Initiative and join the Combat Turn rotation. From here, they may begin spending their actions to arrive at the scene.
 +</WRAP>
 +
  
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   *[[~:Combat_Stats]]   *[[~:Combat_Stats]]
  
 +Statistics for combat are the vehicle through which you interact with allies and enemies. Read this section to learn how to hit your enemies, how hard you are to hit, and all the nuances in between.
  
 =====Combat Maneuvers===== =====Combat Maneuvers=====
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 Combat Maneuvers or almost any action taken in combat that don't fall into using a talent, attacking or casting a spell. Things like grabbing a foe, tripping them, or dragging them to a new location will be found here. Combat Maneuvers or almost any action taken in combat that don't fall into using a talent, attacking or casting a spell. Things like grabbing a foe, tripping them, or dragging them to a new location will be found here.
  
 +===== Combat Modifiers =====
 +   *[[~:Combat_Modifiers]]
 +
 +Combat modifiers are the weird additional aspects which can affect your combat statistics - is your enemy invisible? Are you hiding behind a crate? Is that dragon **really big**? Check in here to learn how that changes your chances.
 =====Status Conditions===== =====Status Conditions=====
   *[[~:Status Conditions]]   *[[~:Status Conditions]]
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   *[[game_systems:Combat:Environment|Environment]]   *[[game_systems:Combat:Environment|Environment]]
  
-This covers Environmental effects such as Falling, Debris, and Anything else not caused directly by a Spell or Effect. +Environmental effects are what they say on the tin - this is stuff in the world which is not directly caused by a spell or other effect, such as dealing with debris or when you're falling without magic to save you.
  
-=====Critical Hits===== +===== Movement and Distance ===== 
-  *[[game_systems:Combat:Critical Hits|ARCHIVED Critical Hits]]+   *[[~:Movement]]
  
-This covers how to score a critical hit and resolve it.+All of these rules explain how to know where your enemies or allies are, and how to get closer or further relative to them. 
 +===== Special Actions ===== 
 +   *[[~:Special_Actions]]
  
 +Special actions are miscellaneous acts in combat which you can perform instead of the usual spellcasting, movement, or swinging a sword - like charging full tilt at an enemy, or helping out an ally.
 =====Types of Weapons===== =====Types of Weapons=====
   *[[game_systems:Combat:Types of Weapons|Types of Weapons]]   *[[game_systems:Combat:Types of Weapons|Types of Weapons]]
  
 This covers different classifications of weapons including manufactured Weapons, Rays, Melee Touch Attacks and natural weapons. It also covers breaking weapons. This covers different classifications of weapons including manufactured Weapons, Rays, Melee Touch Attacks and natural weapons. It also covers breaking weapons.