Combat

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Combat is a turn-based mechanic during gameplay that decides physical conflicts between characters. Each Character taking part in combat is assigned a turn order, and once every Character has completed his turn, it is considered one round completed. One Round takes a total of 6 seconds in-game time.

Turn Order

Every combatant will have to roll a d20 and add his Initiative Modifier to it. The highest number will go first in the turn order; if two or more characters have the same result, it will be decided by who has the higher Agility-Value. If the Agility-Value is also identical, the Intelligence-Value will be compared. If that, too, should be identical, it will be determined by a re-roll of the dice between the tied characters.

Playing out a Turn

Each Turn consists of an Action Phase and ends with entering the Preparation Phase.

Action Phase

A Character can use a certain number of Actions per Action Phase, which is determined by his Stats and Classes. The default Action is a universal Action that allows for everything; however, most class—and stat-based extra Actions are either Attack or Spell Actions. During the Action Phase, a Character can use moves that require Actions to perform. Some classes allow for special kinds of bonus actions as a follow-up to regular actions. During the Action Phase, the Character can move around freely based on his walking speed

Preparation Phase

After every Action has been used up, or if the Character decides not to take any further Actions, he enters the Preparation Phase. The Preparation Phase lasts until it is the Character's turn again and allows him to use a Move that requires Preparation. Per default, a Character can use one such Preparation per Preparation Phase, and once he announces the type of Preparation he will take, he cannot change it anymore; however, unless stated otherwise in the Move, he does not need to announce it right away.

Attacking

Using an Action to attack requires either a physical weapon for an Attack Action or a magical weapon or catalyst for a Spell Action.

Attack Action

The default range of most weapons is 1 meter or one tile when playing on a grid. When attacking with a weapon, the character will first roll one d20 to check whether or not he actually hits the target. This role is called a hit check. The Character can always add his General Skill Modifier to the roll. If the Character is skilled with the weapon he is using, he can also add his Combat Modifier (Agility-Intelligence Sub-Attribute) to the roll.

The final result will be compared to the target's Defensive Value, which is determined by his armor. If the result is higher than the Defensive Value, the attack will hit its target, and the character can continue with the damage determination.

The damage determination is called the attack roll. The base of the damage is determined by the type of weapon used. Once the roll is determined, the character can add the Scale Attribute of the weapon used if he is skilled with the weapon. Additionally, some potential class bonuses can be applied, and the total is the damage dealt to the target.

Spell Action

Assuming the target is within the spell's range from the spellcaster, the spellcaster must make a Magic-Attribute Check against the target's Defensive Value determined by his armor. This role is called a hit check. The spellcaster can add his Magic Modifier (Intelligence-Wisdom Sub-Attribute) if he is skilled in the school of magic from which the spell is based. Additionally, he can always add his General Skill Modifier.

Every target whose defensive value is equal to or lower than the spellcaster's total hit-check will be considered hit.

The damage determination is called the attack roll. The base damage is based on the damage mentioned in the spell's description. Once the rolls for the base damage are determined, the spellcaster can add his Magic Modifier to the total number shown on the dice. Additionally, some potential class bonuses can be applied, and the total is the damage dealt to the targets.

For status effect spells, the target must roll a resist check. The spell describes the required number to overcome the status effect (this number is called the Difficulty Check or DC). The spellcaster can add his Magic-Sub-Attribute Modifier to the DC. The target can add his Attribute-Modifier in the spell-described Attribute to his roll. If the target meets or beats the DC, he will not be affected by the status effect.

Example for a Spell Interaction with both damage and status effect: The spellcaster casts Ignite against a target. The target has a defensive value of 15. The Spellcaster has a Magic of +3 and is skilled in the school of magic, so his General Skill Modifier of +1 is also relevant. The Spellcaster's total bonus is, therefore, +4, and the Spellcaster needs to roll at least an 11 to hit the target. Assuming the spellcaster rolled an 11, the target must now succeed in a resist check. Ignite says it is an Agility 10 check, so the target must overcome a DC of 13 with a role to which it can add its Agility Modifier. The target has an Agility Modifier of +3, so in order for him to overcome the DC, it must roll at least a 10.

Fainting

If a character's hit points drop to zero, he will temporarily faint and be unable to gain a turn until a teammate helps him up.

End of Combat

Combat ends when every character in a group has either fainted or given up, and everyone agrees to stop the fight. When all player characters faint during combat, the campaign fails.

Generic Actions

Generic Actions are Actions that can always be used by the default Action available each Turn. These Generic Actions are listed in the following table.

Move Effect
Sprint Doubles the movement for this Turn.
Sprint+ Quadruples the movement for this Turn. Movement will be 0 for the next turn.
Brace Reduces all incoming damage by 50% (rounded down, applied after other damage reducing effect like spells for resistances). Cannot attack anymore for this turn after usage and also removes the Preparation available during the next Preparation Phase.
Help Helps a fainted Ally. He will return to the turn order where he originally was and will have one hit point until further healed.
Roleshift Allows the Character to switch into another one of the three roles of Attack, Defense, or Support.