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.
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.
[Action] -
Attacking
Striking at an enemy using a weapon or while unarmed.
[Melee / Ranged / Unarmed]
Throwing a weapon via disadvantage, reaching 1-10 blocks.
Sneak Attacking
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.
Grappling
Creates a contesting roll between another character via a free hand. Attacker rolls [Body+Unarmed] and the target defends. Upon success, the defender is unable to use movement for 1 round.
Pushing
Creates a contesting roll between another character. Attacker rolls [Body+Athletics] and the defender may roll [Body+Athletics] to oppose. Upon success the attacker inflicts 5 blocks knockback.
Casting a spell
Spell Attacks
Imposing a save roll
Summons
Dash
Doubles your movement speed for 1 round, cannot be used 3 times in a row.
Disengage
Allows for free movement during combat, cannot be the target of opportunity attacks for 1 round.
Prepare an action
Temporarily put aside an action that you wish to perform and stating the conditions needed to trigger the prepared action.
Assist
Target an individual and provide some form of assistance, granting advantage to the next roll based action that you would be assisting them with. This must be presented in a way that makes sense to the scenario in which it is used.
[Bonus Action] -
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.
Pursuit
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
Reactions are organized as spontaneous actions that are taken during any scenario and may be interpreted as needed within events and combat. These are usually used for specific skills and spells.
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]
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.
When participating in PvE, DM’s will have an option to set 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 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 DC. Upon meeting or beating the DC, damage will be done normally as if contested.
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.
Every attack inflicts a single wound, except in unique cases such as abilities and or effects.
When damage is done through a successful attack or a failed DC check, the difference of successes dictates the severity of the wound inflicted, to a maximum of Major as shown below.
Keep in mind, a Critical Success counts as 2 successes when determining damage as well.
1 success over the defense |
Minor Wound |
2 successes over the defense |
Moderate Wound |
3+ successes over the defense |
Major Wound |
Below is a secondary table listing the wounds and how they interact within the system, please see the wound chart in order to determine what kind of wound this creates for your character.
Minor |
-2 HP |
Moderate |
-4 HP |
Major |
-8 HP |
AC will act as a “success buffer” when it comes to receiving damage from specific types.
Each level of AC cancels successful rolls of damage calculation, varying between damage types.
This, in turn, reduces wounds received to a minimum of a Minor Wound each.
So for example, someone attacks with 2 successes over your defense and you have an AC of I.
A Moderate Wound in damage instead becomes a Minor Wound.
Unarmed attacks without fist-weapons or special properties have no minimum damage vs armor.
Here are some examples of basic Armor sets:
Armor sets |
Slash AC |
Pierce AC |
Blunt AC |
Magic AC |
Bone |
I |
II |
N/A |
N/A |
Hide |
N/A |
II |
I |
N/A |
Scale |
N/A |
I |
II |
N/A |
Gambeson |
I |
N/A |
II |
N/A |
Leather |
II |
N/A |
I |
N/A |
Chainmail |
II |
I |
N/A |
N/A |
Platemail |
I |
I |
I |
N/A |
Shield |
+I |
+I |
+I |
N/A |
The AC boost of a Shield is only gained when using it to block and attack.
AC values can never exceed III, even by using a Shield or other effects.
Higher rarity armors/shields may gain Magic AC and additional effects.
With enough resources, skill, and study, Custom Armor can be crafted.
This has 5 points distributed across the 3 physical damage types of AC.
With additional materials of varying rarities, special effects and Magic AC can be added.
Weapons come in various shapes, sizes, and designs but we want to try and incorporate anything that your mind can come up with (within reason).
[Affinities] -
Different non-ranged weapons may specialize in a specific type of damage or method of attack:
[Versatile] affinity weapons inflict any chosen damage type with equal effectiveness.
[Slash] affinity weapons:
+1 success to slash damage dice,
-1 success for pierce & blunt damage dice.
[Pierce] affinity weapons:
+1 success to pierce damage dice,
-1 success for slash & blunt damage dice.
[Blunt] affinity weapons:
+1 success to blunt damage dice,
-1 success for slash & pierce damage dice.
[Magic] affinity is granted via enchantment. These weapons can deal Magic damage instead.
[Throwing] affinity is only available for certain weapons specifically designed to be thrown.
Thrown weapons have a reach of 10 blocks, and can be picked up via Bonus Action.
Non-Throwing weapons can still be thrown, but roll with disadvantage to do so.
[Whirling] affinity weapons will be specified as used via whirling about via rope or chain.
Whirling weapons have a reach of 4 blocks.
They roll with disadvantage on enemies within 2 blocks.
[Fist Weaponry] -
Very light equipment, fitting around the hand for a reach of 1 block. These can be wielded with Unarmed, yet attacking with them will inflict a Minor Wound at minimum against armor.
Fists - Only deal Blunt damage, no affinity.
Knuckles - [Blunt]
Gauntlets - [Blunt]
Punch-Daggers - [Pierce]
Hidden Blades - [Pierce]
Bladed Bracers - [Slash]
Claws - [Slash]
Katars - [Versatile]
[Light Weaponry] -
Typically lighter equipment, with a 2 block range, and can be wielded by one hand. These weapons only require 1 hand to wield, making room for off-hand armaments, and are often easier to throw.
Shortsword - [Versatile]
Daggers/Knives - [Versatile] [Thrown]
Cutlass - [Slash]
Axe - [Slash] [Thrown]
Chain Sickle - [Slash] [Whirling]
Rapier - [Pierce]
Short Spear - [Pierce] [Thrown]
Flail - [Pierce] [Whirling]
Mace - [Blunt]
Hammer - [Blunt] [Thrown]
Whip - [Blunt] [Whirling]
[Heavy Weaponry] -
Typically heavier equipment, usually wielded by two hands and has an increased range of 3 blocks. These weapons inflict a Moderate Wound when they only have 1 successful dice roll in damage calculation.
Longsword - [Versatile]
Halberd - [Versatile]
Great axe - [Slash]
Poleaxe - [Slash]
Pendulum - [Slash] [Whirling]
War Pick - [Pierce]
Long Spear - [Pierce]
Pole Flail - [Pierce] [Whirling]
Maul - [Blunt]
War Hammer - [Blunt]
Net - [Blunt] [Whirling] [Thrown]
[Ranged Weaponry] -
Weaponry that relies on ammunition and must have a free hand to reload.
These work effectively when fired at long range, but roll with disadvantage against targets within 5 blocks of the archer.
Sling - Range: (8 blocks) (inflicts Blunt damage) (no ammo required)
Shortbow - Range: (15 blocks) (improved range)
Javelin - Range: (10 blocks) (ignores 1 AC)
Longbow - Range: (20 blocks) (improved range)
Crossbow - Range: (15 blocks) (Ignores 1 AC)
Greatbow - Range: (25 blocks) (improved range)
Heavy Crossbow - Range: (20 blocks) (Ignores 1 AC)
[Weapon Options] -
Most weapons generally are intended to be used as is, however circumstances may allow for some characters of exceptional feats to wield them in unorthodox fashions.
Dual Wielding: Upon making a successful attack with a fist, fist weapon, or light weapon, a secondary attack can be made using a Circumstantial Bonus Action and a second held weapon. Attacking this way uses no focus and may only inflict 1 Minor Wound.
A Dexterity stat of 3+ is required to use Dual Wielding.
Can only be used with Fist-Weapons and Light-Weapons
Sweeping Strike: An individual may use their bonus action to sweep their 2-handed weapon in a wide arc, hitting up to 2 targets within range and 2 blocks of each other. This attack will inflict a Moderate wound at most to both targets.
An Athletics stat of 3+ is required to use Sweeping Strike.
Can only be used with Heavy-Weapons
Rapid Shot: An archer is able to use their bonus action to load multiple arrows, firing them all at once as an Action. The number of arrows differs with the type of bow being used.
A Dexterity stat of 3+ is required to use Rapid Shot.
Shortbows fire two arrows that cannot inflict Major Wounds.
Longbows fire three arrows that only inflict Minor Wounds.
Greatbows fire four Minor Wound arrows, only two can hit the same target.
Siege Shot: An Archer is able to overwind their projectile, firing a more powerful shot that breaks armor and pushes the target backward. The requirements differ with each weapon.
An Athletics stat of 3+ is required to use Siege Shot.
Javelins use 1 Bonus Action: ignores 2 AC, inflicts 3 blocks knockback.
Crossbows use 2 Actions: ignores 3 AC, inflicts 5 blocks knockback.
Heavy Crossbows use 3 Actions: Ignores and removes 3 AC for 1 round, inflicts 7 blocks knockback.