Combat

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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.

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. Most importantly it is used whenever combat takes place.

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

Combat usually involves physically attacking opponents, and in Swords of Infinity this requires choosing a target, rolling a success check to hit the target, and then optionally rolling a power check to determine the damage. Attacks are resolved according to the following steps, and typically cost one action (it is possible for attacks to cost two actions, and this will be explored later).

  1. The player declares a Damage Target for the attack
  2. The player rolls a success check to see if the attack hits
  3. If the player's attack hits, the opponent gets a chance to defend
  4. If the opponent does not successfully defend, the player rolls a power check to determine damage.

Damage Targets

Swords of Infinity differs from some other role-playing games in that it tracks damage in multiple places, referred to as Damage Targets. On a human opponent the damage targets are, predictably, the head, two legs, the torso, and two arms. Damage Targets for monsters are going to depend on their composition, and may include wings, tails, extra heads, etc.

Hitting

Hitting a target requires a Dexterity based success check. To make this check, simply take the attacking character's Dexterity score, add any weapon skill specialization score and any modifier for the weight of the weapon being used, and roll a d%. If the result of the roll is less than the sum of these scores then the attack hits and the attacker's opponent must defend.

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