Combat System
The goal of combat is to make it as fluid as possible with plenty of room for freeform. We run off a dice system associated with your stats. Up to ten d10 dice are rolled to determine the number of successes against a Skill DC (6 by default).At the beginning of your turn, you have 1 main action, 1 reaction, 1 bonus action and Movement. Everyone starts with 5 blocks of movement unless otherwise augmented through another action to increase or decrease that amount.
Certain pathways within the systems can grant bonuses to this 'Action Pool' as seen above, or can affect the move speed of your character. Below are specific groups within the 'Action Pool' and examples on how to interpret them.
Note: Keep in mind that during DM’d events, a DM may specify that certain actions not specified can be fitted into any of these categories at their discretion.
Initiative
Initiative is often decided by whoever initiates combat. Their forces will go first in any order, followed by the opposing force in any order afterward.
Should the initiative in combat be undecided, a [General+Dexterity] check shall be used to decide.
In PVP this method can be used, but due to the larger variety of player allegiances we advise this:
Each player rolls [General+Dexterity]. The highest roll goes first, then the next highest goes second, etc.
Initiative is often decided by whoever initiates combat. Their forces will go first in any order, followed by the opposing force in any order afterward.
Should the initiative in combat be undecided, a [General+Dexterity] check shall be used to decide.
In PVP this method can be used, but due to the larger variety of player allegiances we advise this:
Each player rolls [General+Dexterity]. The highest roll goes first, then the next highest goes second, etc.
Turns
Turns in events will often be split between a Player Turn and an Enemy Turn. In this method, anyone can emote and act in any order so long as it is their "team's" turn.
In the method we advise for PVP however, each individual will have their own turn to keep track of.
If someone joins an ongoing combat, their turn will begin after two turns are completed.
Turns in events will often be split between a Player Turn and an Enemy Turn. In this method, anyone can emote and act in any order so long as it is their "team's" turn.
In the method we advise for PVP however, each individual will have their own turn to keep track of.
If someone joins an ongoing combat, their turn will begin after two turns are completed.
Durations
Often times for the various durations of effects or abilities, you will hear the term "rounds". A round is a full cycle of everyone's turns, until the turn that started the duration occurs and ends again.
For example: Let's say someone drinks a Strength Potion that lasts for 1 round. They gain this benefit for their current turn, all turns afterwards, and their next turn as well. The effects of the potion will end at the end of their following turn as demonstrated above.
Often times for the various durations of effects or abilities, you will hear the term "rounds". A round is a full cycle of everyone's turns, until the turn that started the duration occurs and ends again.
For example: Let's say someone drinks a Strength Potion that lasts for 1 round. They gain this benefit for their current turn, all turns afterwards, and their next turn as well. The effects of the potion will end at the end of their following turn as demonstrated above.
[Action] -
- Attacking
- Striking at an enemy using a weapon or while unarmed.
- [Melee / Ranged / Unarmed]
- Throwing a weapon via disadvantage, reaching 1-10 blocks.
- Striking an enemy from stealth pre-combat, rolling [Body+Stealth] against the target's [General+Perception]. Upon success, a free attack roll is made dealing maximum damage through armor.
- Spell Attacks
- Imposing a save roll
- Summons
- Striking at an enemy using a weapon or while unarmed.
[Bonus Action] -
- Drawing a weapon
- Picking up a thrown weapon
- Drinking a potion
- Striking a torch
- Other skills and effects
[Circumstantial Bonus Action] -
Bonus Actions are organized as minor movements that may require some time but little thought and focus compared to a Main Action.
Circumstantial bonus actions are bonus actions that are done in tandem with other effects, requiring a specific action to have been made in order to warrant this type of bonus action. These still take Bonus Actions, but their requirements vary depending on what is being done at the time.
[Reaction] -
- Opportunity attacks
- While in combat, if an opponent would leave melee range without performing a disengage action or other skill/spell that notes otherwise, you may use your reaction to make a melee or unarmed attack targeting them.
- When a creature begins to flee combat, a reaction [Body+Dexterity] contest can be made. Upon success, the pursuer moves 5 blocks closer to the fleeing target.
- Other skills and effects
Attacking
To make an attack or spell attack one would need to use one of their main skills and a sub-skill in order to represent the attack made: /skillroll [Body/Mind + Substat] Contested Rolls
Making an attack is generally done by contesting rolls. Individuals in combat will describe and then roll their attack while the defender will respond to the attack and roll a defensive roll to counter it.Winning a contested roll is determined by whoever has the highest number of successes when contested, this is demonstrated by the green and blue numbers rolled.
Breaking ties when you roll equal successes to the defender is determined by the highest success rolled between the two combatants. If the tie persists, the attacker succeeds by default. Succeeding in a tie only inflicts a Minor Wound to the defender.
A roll of 10 or (X) will count as 2 successes towards their count and is called a critical success.
Event Dice Checks
When participating in PvE, DM’s will have an option to set Event Dice Checks or DC’s in order to quickly determine the success of an attack against an NPC creature or object.Dice Checks: Event DM’s set the Skill DC of a creature or object being targeted and players will roll an attack using the /skillroll command as normal. The only difference being is that they will add your first two dice rolled into a value that would equal up to 20 and compare it to the Event DC. Upon meeting or beating the Event DC, damage will be done normally as if contested.
Defending an Attack
In terms of defending yourself from an attack in combat, it is a split decision that happens outside of the action pool and does not require one to spend any sort of action. When defending an attack, players must roll depending on if it is a melee attack or ranged.When defending a melee attack players will roll a [Body + Athletics / Dexterity] check.
When defending against a ranged attack, players will roll a [Body + Dexterity] check.
*If defending with a shield, use Athletics.
In cases of AoE attacks or an incident that requires a save, it will be specified by the attacker or DM what should be rolled.