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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.
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.
Combat Round
A Combat Turn lasts for 6 seconds of time in game. That means there are 10 rounds per minute. The 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 pass, while a round is a full initiative cycle starting from highest to lowest. There are a few actions that can be taken outside of the characters turn, such as immediate actions and Attacks of Opportunity.
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. (Forfeiting an Initiative check mean a character is not participating in the combat. This does not mean they cannot be targetted, but 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 highest. This cycle continues until combat is resolved. If two characters are tied for highest initiative a 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.
Surprise Round
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.
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
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
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
This covers Environmental effects such as Falling, Debris, and Anything else not caused directly by a Spell or Effect.
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
Types of Weapons
This covers different classifications of weapons including manufactured Weapons, Rays, Melee Touch Attacks and natural weapons. It also covers breaking weapons.
