While it is possible for a campaign to have no combat, there are often times when it will be necessary. In such cases, characters will either take the offensive or be forced to defend themselves against one or many foes!
Unlike normal turns in a round; during combat, players decide the combat order. Once combat concludes, the order of turns goes back to what was previously determined. When a new combat instance begins, the players will create a new combat order.
To determine the order for an instance of combat, each player rolls a d20 and adds their Grit attribute. The player with the highest total has their turn first and each player follows in descending order until the last player with the lowest roll has their turn. This is the order of combat until combat concludes.
Similar to performing actions, to determine the success or failure of an attack, the player rolls a d20 and adds their attack attribute to get their total. If the total is greater than the enemy's defence, the character deals damage equal to their total attack attribute, to the enemy's vitality.
- Melee weapons such as swords and axes, for example, utilize strength.
- Ranged weapons like bows or throwing implements utilize finesse.
- Magic attacks utilizes intellect.
Instead of using a main action for anything else, a character may choose to defend. While defending, the character adds their strength to their defence level. If this total is greater than the attacker's melee attack strength, the attacker will sagger. A successful block of a ranged attack will not cause the attacker to stagger. If the attacker is not staggered then the defender takes damage and staggers.
While staggering, a character is unable to perform their main action in the next turn and takes double the amount of damage when next attacked.
While adventuring or in combat, characters are bound to take vitality damage in some capacity. To keep a character from losing too much vitality, it is important to heal. All characters have the ability to heal themselves or others by using items or skills but the effectiveness of healing this way depends on a character’s grit added to the result of a d20 roll. Otherwise, a character may rest and tend to their wounds that way.
- If there is a safe place to rest, a character may decide to spend time tending to their injuries and recover lost vitality
- For every 1 hour of rest, a character recovers 1 vitality
- HEALING ITEMS, SKILLS AND SPELLS
- Some items, skills and spells recover vitality as an effect.
- These can generally be used within one main action and would be much more effective for healing in combat than resting would be.
DAMAGE OVER TIME (DOT)
Some forms of damage like poison or bleeding will cause points of vitality damage over the course of each round until remedied. To heal any type of DOT damage, the character must be healed equal to or more than the amount of damage that will be dealt that round. For example, if a character is bleeding for 2 vitality points each round, they must seek a remedy that will heal them for 2 or more points that round to stop the bleeding effect completely.