Combat Rules

Combat style - do or die aggressive combat. You have to commit to one defensive choice just like you have to commit to a dodge. The combat focuses on depth as in the number of interactions it can create, not just the complexity.

Combat has more items being given better flavors of how they're used and how they're functioning in moment to moment gameplay.

Advantage stacking

You have 3 states of advantages; disadvantage, advantage and neutral. To see what state your character is in for advantages is advantage(s) - disadvantage(s) = true advantage state. If 0 then neutral, if 1 or above it's advantage, if -1 or below it's disadvantage.

Combat rounds

The following goes first. The world represents in the time of 12 seconds for the in world actions.

1 - Combat round awareness - before starting the combat round you have an awareness period where the aware targets with the highest speed go first.

2 - Terrain advantage

3 - Speed dice + agile, highest go first.

4 - when more creatures are added to combat don't re-roll everyone's speed dice.

5 - when everyone had their turn, the next round begins with the combatant with the highest speed, and step 3 to 4 repeat until combat ends.

Action - all actions take 1 action point unless otherwise stated.

React action - done in response to an action against said creature. If an ally creature is within movement range and can be gotten to, you can use your reaction to aid them.

Defense action - a prepped action with a set up roll that has you hunkered down against enemy actions, allowing you to act. Your defensive action can be an a defensive ability or your block dice.

Attack Roll - an attack roll is a check roll + attack modifier + other bonuses, a natural 1 is always a miss and a natural 20 is always a hit. A 1 is also a critical fail; only on the first attack roll of a combat round.

A critical fail cannot trigger if one or more of your rolls is above normal fumble. A normal fumble starts at 18 and drops by 1 every player level (min set to 1). Note a critical fail is an additional dice roll in of itself when you roll a natural 1 or lower total.

Combat advantage stacking - combat advantages stack including disadvantages; the stack turns the other advantages into a +1 to your advantage roll and the same goes for disadvantage on rolls.

Combat round time - time is 12 seconds in game time.

Handling weight - when the item is held in two or more hands reduce the handle weight by half to each hand. If unwieldly in your hands you roll a negative bonus dice of 2D6 to actions with said item.

Armor types - various armor types to use.

AC (armor class) - this applies to all armor classes you are using.

PA (physical armor) - if a creature fails to roll above your physical armor the hit doesn't land. If it lands at half your PA the attack deals half damage. If the check rolls above twice or above that it'll deal double damage.

MA (magical armor) - a roll versus roll where you roll a check against with your MA being an added modifier; if successful the spell doesn't hit you.

Help Action - when performing a help action add a D10 to the creature you're helping to both the check roll and the outcome roll.

Heavy Swing - You can pay twice the AP of your physical attack in order to have twice the attacks on a single hit.

Unguarded - from an unguarded position and or spot that your target has no way of protecting you deal an additional +2 to attack for each disadvantage they're at. They start at +1 disadvantage.

Prone - targets that have no way of getting up without taking an action, are in a disadvantage and or pinned take double damage. When moving from the prone position take 25% (round down) ft of movement speed when trying to get up, getting up cost a reaction and getting up causes nearby creatures to get an opportunity attack on you.

Size advantage - items the size of humanoid daggers have a disadvantage on reaction when a target is moving on by unless they're directly within the same squared 5ft or less. An item the size of a humanoid sword has no down sides or up sides while humanoid spears outside of the 5ft squared into another space has a +1 advantage.

Critical range - If the check roll is +10 above the total armor class being rolled against you trigger a crit. If on the roll against it's a +10 or more it triggers a critical condition as well.

Base critical condition is just a 1.5x dmg and all dice are set to as if they rolled the highest possible number for the dmg.

Flanking - you gain a +2 when hitting a target that's unaware and or unable to see you coming with getting them from a spot they're not guarding.

Targeted area - when hitting a target on a specific area you roll against the total armor of that creature's PA + the armored section of the body but if successful you get an additional effect. If not then the hit doesn't land.

Head; the creature cannot concentrate for one combat round and stacks every time they're hit in the head.

Throat; the creature cannot use vocal components for one combat round and stacks every time they're hit in the throat.

Chest; -2 AC for one combat round.

Arm; they roll a D20 + willpower (+2 to this if it's held in two hands), if they fail to roll above your total dmg they drop the item in hand.

Hand; they get a -2 to their rolls using said hand that was hit for 1 combat round.

Leg; they get half their movement loss for 1 combat round.

Foot; any action using said foot get a -2 to their rolls using said foot that was hit for 1 combat round.

Wings; if the dmg is 25% or more of the target's remaining HP; then the creature cannot fly, if not then the creature cannot fly for 1 combat round.

Eye; if hit in the eye the creature cannot see out of their eye that was hit.

Gills/ lungs; if hit then the creature cannot breathe out of that gill or lung.

Knee; if 50 HP of hit points of dmg is done to the knee area or more the knee is disabled and unable to be properly used until they are healed by magic or potion.

Stagger points

What defines a stagger point is; what causes you to loose footing, smash into something, painful reaction and or mentally shocked.

Your stagger points reset to 0 at the beginning of the combat round.

What causes stagger points to build up is taking damage mental or physical but not spiritual.

Once full you have to perform a willpower save roll that is (willpower roll - (stagger points - stagger point threshold)) to actually try to perform an action. If you cannot roll above your total stagger points, you cannot perform an action.

Spirit limbs

All limbs can be cut off and removed; however fear not for a small rest (a 6 second catching your breath after combat) will bring back your limbs and cause your old limbs to disappear. However; if your HP hits 0 or below and you are brought back to your feet, that fallen limb won't come back and is stuck in the land of the dead, at least until a caster hits you with a more powerful healing spell or a necromancer gets you an arm.

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