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| game_systems:combat [2026/03/07 03:42] – [Special Attacks] elfinlocks | game_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 |
| 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 | + | At the start of any combat encounter, or when starting a fight of any kind, an Initiative check is required to participate |
| + | |||
| + | If two characters | ||
| + | |||
| + | - The character with the higher [[chargen: | ||
| + | - The character with the higher [[chargen: | ||
| + | - The character with the most [[game_systems: | ||
| + | - Winner | ||
| </ | </ | ||
| - | ====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 | ||
| + | </ | ||
| + | |||
| + | |||
| + | ====Combat Round==== | ||
| <WRAP Round Box> | <WRAP Round Box> | ||
| - | At the start of any combat encounter, or when starting a fight of any kind, an Initiative | + | A Combat Round lasts for 6 seconds |
| </ | </ | ||
| + | |||
| + | <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. | ||
| + | </ | ||
| + | |||
| ====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 | + | In the event that not everyone is aware of opponents participating in combat, then those characters should not roll to join Initiative |
| </ | </ | ||
| + | |||
| + | <WRAP center round info 60%> | ||
| + | For example, if a character succeeds on a [[priority: | ||
| + | </ | ||
| + | |||
| ---- | ---- | ||
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| *[[~: | *[[~: | ||
| + | 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 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]] | ||
| Line 59: | Line 84: | ||
| *[[game_systems: | *[[game_systems: | ||
| - | This covers | + | Environmental effects |
| ===== Movement and Distance ===== | ===== Movement and Distance ===== | ||
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| All of these rules explain how to know where your enemies or allies are, and how to get closer or further relative to them. | 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_Attacks]] | + | *[[~:Special_Actions]] |
| + | Special actions are miscellaneous acts in combat which you can perform instead of the usual spellcasting, | ||
| =====Types of Weapons===== | =====Types of Weapons===== | ||
| *[[game_systems: | *[[game_systems: | ||
| 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. | ||
