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filler@godaddy.com
Signed in as:
filler@godaddy.com
This combat system is designed for more fluid and creative flow while having some realistic elements.
The Basics of this System is to have a more open and creative combat flow that emphasizes the importance of armor and weapons and prep though downtime and training. Skills will determine the options available and creativity is rewarded in this system.
Turns are simple in this system. Players all share a turn, as do hostile monsters, NPCs and any other group in combat.
The players choose one to roll a d20, and the GM also rolls a d20 to decide who goes first unless a surprise round has been initiated.
The Players all go at the same time and can decide amongst themselves any order they like. This is meant to encourage combos and team play. (optional: players can roll initiative via reflex saves to set their turn order.)
The Gm decides what monsters combo or act in what order and can divide their play among the various possible factions in combat.
During a turn a character can do the following:
Action
Movement
Exert
(Rage Exert if raging)
In addition when it is not a characters turn they have access to Reactions and can Exert reactions.
Vigor loss is a stamina save check every 5 rounds in combat. This starts at dc 5. every five rounds it gains 5. So at round 10 its a dc 10. At Round 15 its 15 and such...
Actions can be used for several things, including maneuvers, or attacks or casting spells(or maintaining spells). Dashing can also be used as an action. Characters can hold their Action to gain another reaction.
Communications mid combat can also be used as part of an action.
When making an attack they typically follow this sequence.
First declare if it's a targeted or reckless attack.
If its targeted declare which part of the foe is being targeted. See Damage tables for parts and details.
Decide what type of attack is to be used, as some weapons can use different damage types.
Determine advantage vs disadvantage. Which will affect Injury table rolls also.
Roll a D20 + weapon modifiers or enchantment modifiers + the chosen combat skill being used in the attack. (Some maneuvers will have multiple.) (multiple d20 with advantage and disadvantage)
If that area is armored the armor will take the hit first. Injury Tables have this noted when rolled for how much armor damage occurs.
If unarmored or the armor is broken in that area that is hit, the injury table takes affect and an injury occurs.
Reckless attacks cause attacks and damage to be rolled at advantage, but the hit location is rolled at random. Rolling 1d12 for a random location.
Damage in this system is a bit different.
When a character attacks, they can decide two things. How they are attacking and where they are targeting.
For example: A character attacking with a longsword can choose to use a slash, a stab, or a hilt bash or such... this will change the type of damage they can inflict with that attack. They decide to target the chest of the target. They Roll a D20 and add their melee attack skill bonus, and any other bonuses and consider advantage and disadvantage.
If the attack surpasses the targets ac (defense wins so it must be over the targets ac.), then the attack will hit the armor first. If unarmored or if the armor is broken, the attack hits the target.
When an attack hits the attacker can roll the damage table for their chosen type of attack. (Advantage or disadvantage on attacks also reflect on the damage rolls.) If armored these tables also show amount of armor damage that takes place instead. (If the armor is destroyed reduce the roll by the number of points the armor had left and that injury takes place through the armor if any. (Minimum 1)
Also, if a weapon deals multiple types of damage (like a flaming longsword), both types of damage will be rolled. Some monsters or items can deal several types of damage at once.
Injury Tables/Damage Table use a d12 roll.
Critical hits, rolling a natural 20 or 10 above the targets armor will let the attacker roll an additional injury table beyond the first. Both at advantage, allowing multiple hits with one attack.
Critical Fails, rolling a natural 1 will cause a stumble, the target will gain a free reaction to counterattack, as the attacker leaves themselves open. In addition, the weapon used in the failed attack will lose 1d4 durability, if unarmed roll an injury table for the part used to strike at disadvantage.
High ground grants advantage.
Riding on a mount grants advantage against targets smaller and not on a mount.
Some Maneuvers grant advantage or impose disadvantage.
Large creatures attack smaller creatures at advantage in the open.
Flying creatures have advantage while flying.
Movement can affect this also.
(As a note: Disadvantage and advantage both can stack and cancel each other out to 3 times each.)
Maneuvers are more advanced actions and can rely on skill checks or dcs or act as suggestions and guidelines for what a character desires to do.
As outlined in Vigor and Morale Exert and Rage can be activated and used in combat. One free Exert a turn(Including reaction turns). Exert can be used for actions or movement or communications.
Movement is key to combat in this system. Characters will need to move and rely on careful positioning to attain victory.
Some attacks or hits can cause characters to be moved.
A character that is flying remains in motion.
A character can choose to stay in motion at the end of their turn but must move as part of any reactions and at the beginning of their next turn.
Characters in motion impose disadvantage on attacks against them; and they gain advantage on melee attacks against targets not in motion.
Moving attackers have disadvantage on ranged attacks.
Standing still gives advantage on ranged attacks.
Rounds till stamina saves for vigor loss every 5 rounds check in combat and every 5 hours in travel.
Movement is walking, dashing or sprinting and adds another level of advantage/disadvantage for attacks and defense.
Sprinting or dashing can be from actions or reactions, and when moving can be declared as movement.
The Stamina save every five rounds of combat will be at disadvantage if using sprinting before it.
Positioning maneuvers or dodging doesn't count as moving.
Movement Actions (just some suggestions)
Walk / Jog
Sprint / Dash Endurance
Tumble / Dive Tumbling
Climb / Swim Climbing / Swimming
Crawl / Crouch Stealth
Mount / Dismount Riding
Charge / Engage Tactics / Melee Combat
Withdraw / Disengage Tactics
Movement speed Is determined by Size. This is just in one turn.
Tiny - 2 tiles(~10ft)
Small - 4 tiles(~20ft)
Medium - 6 tiles(~30ft)
Large - 10 tiles(~50 ft)
Huge - 15 tiles(~75ft)
These are Base movement speeds, and some modifiers apply and some might be faster or slower.
Reactions are maneuvers that can be taken not on a characters turn and allow more creative combat plays.
As explained in the damage assignments weapons are more flexible and a character can decide how to use them.
Weapons also have durability, depending on their quality of make and maintenance during downtime. Weapons lose durability with natural 1's or in parry clashes if nat 20's are rolled on either side of the parry. They can break.
Ranged weapons have ammo and ammo has small durability but is made to be expended.
Similar to weapons, Armor also has durability and quality and can be repaired in downtime. Armor is noted to cover different parts and thus which vulnerabilities it could have. Full armor is expensive but can be worth it. Though as a note, a large amount of crushing damage or other damage can destroy armor.
Shields are similar; however, shields are reaction block based. A character uses an action or reaction to use their shields.
AC or Armor Class is determined in general by 10 + Defense + Armor.
If caught off guard defense is ignored as the target is Flat Footed.
If unarmored then armor is ignored.
Larger Creatures are easier to hit but take less damage when hit.
Smaller creatures are harder to hit but take more damage when hit.
In general, the gap between size category will determine damage reduction or increase and the same for bonus or minus to hit.
Size categories.
Tiny
Small
Medium
Large
Huge
Medium to Medium is 0.
Huge to Tiny is +/- 4
Huge to Medium is +/- 2
Stamina saves in combat for every 5 rounds are also affected by size. Medium creatures in general make this straight. Small and Large creatures make the save at one tier of disadvantage. Tiny and Huge creatures make the save at two tiers of disadvantage.
A Creature or Characters Threat Range is mainly a Melee term; tough some maneuvers or ranged weapons can change this so it's a soft rule to watch for.
Normally for Medium and smaller characters the threat range is 5ft, or one square or hexagon.
(I recommend using Hex tiles for open areas and squares for indoor or enclosed areas.)
Large and greater or using polearms and ranged weapons increase this to their attack area.
One note about threat range and ranged weapons, it is only the target you are aiming at that is threatened.
Cover and obstacles can impose disadvantage and add levels of bonuses to ac.
Partial- +1 level disadvantage, and +2 AC.
Near Total- +2 level disadvantage and +5 AC.
Total Cover- cannot be targeted or hit unless the cover is destroyed or overcome in some way.
Mounts are valuable as they can move for the rider and allow the rider to instead take another action.
Mounts are strong and require training of both the rider and the mount. Horses are the most common though vehicles or other exotic mounts could be in some settings.
Mounts use their own Vigor and Morale and actions and movement. Though they also can get targeted.
Drinking health potions or other healing effects in combat take a turn, sacrificing movement and action and possibly exerts, though expect to be targeted by enemies aware of this... And be aware of enemies trying to do the same.
Medical checks and battlefield healing and stabilizing are important but should also be done in tactical ways to prevent counter attacks. Healing from injuries without magic will take more downtime, as noted there.
I personally use a rule that resurrection is risky for both the caster and the target. If you allow resurrection I suggest the DC be harsh and high and that the risk is that other things might try to enter the dead body instead of the target or that the caster could become corrupted. That's if you allow it in your setting. In Beldora it is very hard and dangerous.
Healing potions will not instant heal. Instead, such magics will likely have noted for how much they heal and over how many rounds in combat or how long outside of combat.
Magic in combat is very risky. Basic simple spells shouldn't be too difficult but will likely not cause much devastation unless very tactically deployed. See the Magic System and spellbooks for how the application of magic is intended. As a note party setup and protecting or defeating casters will be crucial.