How Combat Works
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:
- When combat begins, all combatants roll Initiative
- Combatants act in Initiative order (highest to lowest)
- When everyone has had a turn, the next round begins with the combatant with the highest Initiative, repeating until combat ends.
Initiative
At the start of any combat encounter, or when starting a fight of any kind, an Initiative check is required to participate in the combat. To 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 used, with the winner proceeding first:
- The character with the higher Dexterity modifier
- The character with the higher Wisdom modifier
- The character with the most Hero Points
- Winner of a coin-flip
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
A Combat Round lasts for 6 seconds of time in game, and each combatant's turn takes place during this period, with 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 order. A 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 lowest, and looping back around again. There are a few actions that can be taken outside of the characters turn, such as Immediate Actions and Attacks of Opportunity.
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
In the event that not everyone is aware of opponents participating in combat, then those characters should not roll to join Initiative until they are made aware of danger. This does not mean an invisible or concealed enemy prevents an opponent from joining Initiative. Once a character believes they are in combat they act in Initiative.
For example, if a character succeeds on a 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.
Combat Actions
Combat actions are a basic overview of how long things take to perform in combat; from drinking a potion, casting a spell, attacking a foe or even attempting to surrender! Many actions leave one open for Attacks of Opportunity, so be sure to weigh the risks before trying to pull a risky action.
Combat Statistics
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 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 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 are lingering effects on a character but rarely permanent. They can last a few rounds or even hours, but generally you get better. This covers both negative and positive conditions, like being slowed down by ice or bolstered by an ally.
Health
Health is reduced when taking damage. Not all forms of Health are negatively affected only by damage. Other sources might affect a characters heath, such as disease, poison, or curses.
Environment
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.
Movement and Distance
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 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
This covers different classifications of weapons including manufactured Weapons, Rays, Melee Touch Attacks and natural weapons. It also covers breaking weapons.
