Initiative
In combat the order of initiative is determined in a first-come, first-serve manner. A Player may explicitly say their actions take place after an NPC or another Player but the inverse is not true. If ambushed the ambushing party has a free round of actions before the ambushed party may act.
Actions
There are four types of actions: swift, minor, major, and full-round. In a given turn you may take:
- 1 full-round action and 1 swift action
- 1 major action, 1 minor action, and 1 swift action
- 2 minor actions, 1 swift action
Full-round actions are often used for special abilities but can be taken to increase attack or defense totals by 1.5x, round down, until your next turn. Major Actions are those actions such as attacking, casting a spell, or using a piece of equipment. Minor actions are actions such as moving, activating an enchantment, dropping prone, standing from prone, and drawing or returning an item. Finally a swift action are actions such as taking a single side step, dropping an item, or speaking. Actions such as blocking, dodging, or otherwise evading harm are assumed within a post and need no special action although certain circumstances can prevent this.The exception to this is when employing instantaneous defensive magic which applies retroactively, when possible.
Attacking, Defending, and Damage
To attack someone you must first be within striking range. For melee weapons this is often within 5 ft., except for polearms which can be 10 to 15 ft. For ranged weapons this can vary, often between 100 to 200 ft. depending on the weapon. Once in range you generate your attack total using the appropriate Attribute + Skill + Weapon Bonus. This total is compared against the targets defense total (Attribute + Skill + Armor/Shield Bonus). If the attack total is higher than then you deal damage equal to the difference between the totals. If the attack total is lower or equal to the defense then you deal no damage. These totals can be further modified by terrain, cover, and other factors.
Gallian and Julius square off in a duel. Gallian wields a oaken spear (+2 offense) while Julius wield an arming sword (+1 offense) and a targe (+1 defense). The two men have their opening exchange with Gallian's offensive total of 6 (Might 2 + Melee 2 + Spear 2) overpowering Julius' defense total of 4 (Endurance 1 + Block 2 + Targe 1), dealing 2 damage.
In the event that an individual is attacked multiple times in a single round each attack after the first reduces their active defense total by 1. This is known as 'overwhelm' and represents increasing fatigue and reduced evasion options for the defender.
Navigation:
Attributes and Skills |
Difficultly and Degrees of Success/Failure |
Modifiers |
Equipment and Items |
Combat |
Healing and Lasting Harm
This message was last edited by the GM at 17:34, Fri 29 May 2020.