main
HeNine 2 years ago
parent e6b3c32772
commit b6d1084050

@ -2,6 +2,46 @@
Combat is a form of an extended test (\cref{sec:extended_test}) where characters take turns, trying to achieve their goals through physical means. Combat is a form of an extended test (\cref{sec:extended_test}) where characters take turns, trying to achieve their goals through physical means.
\section*{Initiating Combat}
Negotiations have broken down, and you must pursue goals by other means. GR declares when the combat starts. They determine the order in which characters can act
\section*{Turns}
A turn represents roughly \SI{5}{\second} of in-universe time. The exact timing is usually not that important, so you may interpret this more loosely.
Each character can take two actions on their turn. The available actions are: Basic Attack, Movement, Ability, Use Skill, or Dodge. The character can take any two of those actions, or even perform the same action twice.
\begin{multicols}{2}
\subsection*{Basic Attack}
A basic attack is an attack with the weapon that the character is currently holding.
\subsection*{Movement}
During their turn, a character can move around the battlefield to gain advantage, or just to get out of the way.
\subsection*{Ability}
A character can use one of their abilities. See ability descriptions for details.
\subsection*{Skill}
You can perform an action related to one of your skills. This usually involves some kind of test, as determined by the GR.
\subsection*{Generic Action}
Sometimes, you need to pull a lever, or open a door. If this action takes less than \SI{5}{\second}, it can be one of the actions a character takes on their turn.
\subsection*{Dodge}
If a character can see an attack coming, they can try to dodge it.
\end{multicols}
\section*{Combat Dice Pool} \section*{Combat Dice Pool}
\[ \[
@ -25,3 +65,30 @@ The first step is to roll a test with DT equal to the \stat{AC} of the defender,
\] \]
If the test succeeds, the margin of success is added to the weapon proficiency and the attacker rolls that many damage dice -- the dice specified in the weapon description -- and adds their damage stat, if the weapon allows for that. The final sum is subtracted from the defender's \stat{hp}. If the test succeeds, the margin of success is added to the weapon proficiency and the attacker rolls that many damage dice -- the dice specified in the weapon description -- and adds their damage stat, if the weapon allows for that. The final sum is subtracted from the defender's \stat{hp}.
Finally, the attacker removes the failure dice from their pool and adds \stat{con} dice back.
\section*{Movement}
Besides attacking, movement is an important component of tactics in a skirmish. In normal circumstances, a character can move \SI{10}{\meter} per turn. Heavy armor can reduce this, so can certain spells and effects.
\subsection*{The Grid}
A common way of representing combat in role-playing games is by placing miniatures on a grid. Each square on the grid represents a \SI{1}{\meter}$\times$\SI{1}{\meter} square in the game world.
% \begin{wrapfigure}{r}{6cm}
\begin{framed}
The Grid is only a tool to make visualizing the battlefield easier. It simplifies measurement and reduces the math needed for conversions. Common accessories are made for a \SI{1}{"}$\times$\SI{1}{"} grid and sometimes scaled accordingly. This is a fantasy game, and it does not pay to get caught up on the details of scale. Use whatever grids, models, tokens, etc., you have available.
\end{framed}
% \end{wrapfigure}
Normally a character can move \SI{10}{\meter} per action (\SI{20}{\meter} per turn), which means you can move your miniature 10 squares. Moving diagonally costs two meters, i.e., the same as moving first in one direction, then in the other, at a right angle.
\section*{Skill}
Sometimes, even in the middle of an active fight, the circumstances may merit a character performing an action related to one of their non-combat skills.
If the desired action takes more than \SIlist{5}{\second} to complete, the GR might require you to use up your whole turn, or even make it an extended test stretching across multiple turns.
\section*{Dodge}

@ -1,4 +1,4 @@
\chapter[short]{Encounter Types} \chapter{Encounter Types}
% - Combat % - Combat
% - Combat % - Combat

@ -10,6 +10,7 @@
The \dc{12} is the main die that determines the fate of characters in \tochange{this game}. In general, when the fate of a character hangs in the balance of chance, the player assembles a pool of dice based on the stats (\cref{ch:stats}) that are relevant to the situation. The roll of those dice determines the outcome. The \dc{12} is the main die that determines the fate of characters in \tochange{this game}. In general, when the fate of a character hangs in the balance of chance, the player assembles a pool of dice based on the stats (\cref{ch:stats}) that are relevant to the situation. The roll of those dice determines the outcome.
\begin{multicols}{2} \begin{multicols}{2}
\subsection*{Difficulty Threshold} \subsection*{Difficulty Threshold}
@ -24,7 +25,9 @@
The difference between the number of successes and the number of failures on a roll is the Margin of Success. For basic tests, the size of the margin does not matter, as long as it is positive. For more complex situations, the GR can use the margin to determine the degree of success. In encounters, the margin is used for further rolls to determine the details of the result. The difference between the number of successes and the number of failures on a roll is the Margin of Success. For basic tests, the size of the margin does not matter, as long as it is positive. For more complex situations, the GR can use the margin to determine the degree of success. In encounters, the margin is used for further rolls to determine the details of the result.
\paragraph*{Note} When playing with real dice, the margin can be determined by pairing success and failure dice and setting them aside (for 1 and 12, remove two of the opposite dice), and counting the remaining dice. \begin{framed}
\textbf{\sffamily Note} When playing with real dice, the margin can be determined by pairing success and failure dice and setting them aside (for 1 and 12, remove two of the opposite dice), and counting the remaining dice.
\end{framed}
\subsection*{Tests} \subsection*{Tests}
@ -64,3 +67,9 @@
\end{samepage} \end{samepage}
\end{multicols} \end{multicols}
\section*{Saving Throws}
% GR set
% 7+margin for magic
Loading…
Cancel
Save