Combat

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Rounds and Turns

Initiative

Actions

Buying Additional Actions

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

Recovering from Damage

Advanced Combat

Attack Rate

Techniques

Pin

Disarm

Knockdown

Knockback

Fighting in Formation

Precision Attacks

Sneak Attacks

Social Conflict

Effects of Morale

Situational Modifiers