Combat

From Tael
Jump to navigation Jump to search

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 Classes. The default Action is a universal Action that allows for everything; however, most class-based additional 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.

Movement

During the Action Phase, a Character can move a number of tiles equal to his Movement Speed, which is usually defined by the race. When playing on a grid, diagonal movement counts as one tile. A Character can not walk through other character, unless they are allies. A Character must end his turn on a free space (with the exception of Xeragar's Blade Warriors, which can share a tile with an ally).

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, often, a focus 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. If the Character is skilled with the weapon he is using, he can add his Martial Combat Modifier (Agility-Strength 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.

When attacking with a weapon one-handed, you gain a bonus Action that allows you to attack with a weapon in your other hand again, but without the Scale Modifier bonus.

Ranged Weapon Attack

If you make an attack with a ranged Weapon, you add your Precision Modifier to the hit check instead of the Martial Combat Modifier if you are skilled with the weapon.

If an enemy is within melee range of you, you can not add your Precision Modifier, as he will be considered to be hindering your aim.

If the target is outside your weapon's normal range but within double the range, you can still attempt to hit it. However, you must make the hit check twice and choose the worse result.

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). The spellcaster must be skilled in the School of Magic the spell originates from in order to cast it (or alternatively for wizards; have learned the use of the spell via a scroll).

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 of 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 +4 and is skilled in the school of magic. 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 takes damage determined by an attack roll of the attacker and must now succeed in a resist check. Ignite says it is an Agility 10 check, so the target must overcome a DC of 14 with a role to which it can add its Agility Modifier. The target has an Agility Modifier of +4, so in order for him to overcome the DC, it must roll at least a 10.

Defensive Stance

Characters can take two different stances to determine their defensive value (DV). The stance can be changed at any point outside of combat or at the beginning of your turn during combat. The change does not require an Action.

Tanking Stance

Prepares to take hits and absorb them into their armor. The character can not add his Dodging Modifier to his DV, but also does not have to take any Dodging penalties (usually found on metal armor)

Dodging Stance

Prepares to dodge incoming hits. The character will add his Dodging Modifier to his DV, but must also subtract any Dodge Penalties if there are any.

Fainting

If a character's hit points drop to zero, he will temporarily faint and be unable to use his turn until a teammate helps him up or heals him. At the beginning of every turn, the character must make an increasingly difficult Willpower check for each turn the character is down. If the Willpower check is successfull, the DC will increase by 1. Everytime the character is hit by an attack again while down, the DC will increase by 5. If a character fails two Willpower checks in a row without the character recieving help, he will die. The initial Willpower DC is 5. A critical success of the Willpower check will instantly get you up with 1 hitpoint, allowing you to take your turn as usual. A critical failure will have no additional effects and be considered a normal fail.

End of Combat

Combat ends when every character in a group has either died, fainted or surrendered, and everyone agrees to stop the fight. When all player characters faint or die 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
Dash 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.
Hide Attempts to hide and dissappear from the vision of your enemies. Must be at least slightly obscured to work.

Generic Bonus Actions

Generic Bonus Actions can always be used as either an Action or Bonus Action each Turn.

Move Effect
Roleplay Skill check Allows the character to interact with the enemies verbally or analyze their surroundings for any tools or advantages they might contain with the help of a skill check. Meaning you might use your Intimidation or Persuasion to try and make an enemy surrender, or use a Perception check to look for Vantage points or tools. (These are just examples, at your Gamemasters discretion, you might let your imagination go wild here)
Punch Only usable when no Weapon, a Buckler Shield or a Fist Weapon is equipped in either hand. Can only be used as a Bonus Action when the Attack Action was also used as a Punch. Deals damage equal to your Strength Modifier + Weapon Damage (when a Fist Weapon is equipped). The Martial Combat Sub-Attribute must be added to the hit-check. When the Attack Action hit the target, the second use as a Bonus Action will automatically hit too, otherwise the hit-check can be rolled again.
Surrender The Character drops their Weapons in an attempt to surrender. Whether or not the attempt is successfull might require on a Persuasion check, depending on the situational context.This is at the Gamemasters discretion. After using this Bonus Action, you are considered unarmed until you pick up and equip your Weapons again.
Pick up Pick up anyone thing you can carry from the ground. If it is a Weapon and you are unarmed you may instantly equip it without requiring an additional "Equip Weapon" Action
Equip Weapon The Character switches their active Weapons.