Difference between revisions of "Combat"
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=== Actions === | === Actions === | ||
− | All participants in combat start out with two actions that they can use to perform any major activity and a minor action that they can use for quick things like dropping a held item or speaking. Examples of each sort of action can be found in the table below. | + | All participants in combat start out with two actions that they can use to perform any major activity and a minor action that they can use for quick things like dropping a held item or speaking. Some combat conditions can affect the number of actions a participant gets, and will be explored later. Examples of each sort of action can be found in the table below. |
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==== Buying Additional Actions ==== | ==== Buying Additional Actions ==== | ||
+ | Sometimes two actions in a turn just aren't enough. Combat participants can take additional actions beyond two at the cost of a -10 penalty for every additional action taken. This penalty stacks will all other penalties and lasts until the beginning of that same participant's turn. | ||
== Attacking == | == Attacking == |
Revision as of 19:43, 21 September 2016
Many adventures use combat as a primary, or at least secondary means of resolving conflict. This section details how characters do combat with swords or words in Swords of Infinity.
Contents
Rounds and Turns
Combat is broken down into rounds and turns, with each participant in combat getting two actions per turn, and a round becoming complete after all participants have had a turn. This phased approach to keeping order during conflict is referred to as Tactical Time, and is a useful tool for whenever Storytellers need their players to pay special attention to the order of events or to simulate limited time in the story.
Initiative
Initiative is the order in which combat participants take their turns, and figuring out everyone's initiative score is always the first step when using Tactical Time. When Tactical Time begins, all players should roll a Dexterity limited Power roll (increased by any specialization in Initiative) and the Storyteller should make a similar roll for every non-player participant in the combat encounter. All of these numbers should then be recorded in descending order, with the highest number going first.
Actions
All participants in combat start out with two actions that they can use to perform any major activity and a minor action that they can use for quick things like dropping a held item or speaking. Some combat conditions can affect the number of actions a participant gets, and will be explored later. Examples of each sort of action can be found in the table below.
Action Type | Example Actions |
---|---|
Full Action | Attacking, Casting a Spell, Moving, Using an Item, Picking up an Item |
Minor Action | Speaking, Dropping a Held Item, Making an Awareness Skill Check to Notice Something |
Buying Additional Actions
Sometimes two actions in a turn just aren't enough. Combat participants can take additional actions beyond two at the cost of a -10 penalty for every additional action taken. This penalty stacks will all other penalties and lasts until the beginning of that same participant's turn.
Attacking
Hitting
Damage
Critical Hits
Defending
Blocking
Dodging
Armor
Critical Defense
Resistance
Physical
Highest of S or D + V
Mental
Highest of A or I + P
Taking Damage
Damage Targets
Consequences of Damage
Damage Thresholds
- Damage past vitality = wounded
- Damage double vitality = disabled
Wounded
- -10 penalty for each wound
Disabled
- -1 action for each disabled