Combat Mechanics
Combat actions
- Move 30’ + action
- Double action
- Full defense: no attacks, add attack bonus to defense
- Flee: withdraw 30’ without penalty if engaged
- Incapacitate: wrasslin, or subdual damage (as per usual)
- Guard: Stand ready to defend neighbor, will intercept any attacks with an attack of opportunity and displacing neighbor (if room) causing engagement with enemy
- Fierce attack: on hit, opponent will move 10’ if possible, opponent’s choice, may provoke an opportunity? This is like a charge, or a weapon flourish making space while attacking. Lowers defense by 2 for next attack received
- Disarming attacks need to be perk based.
- Can ready one action in response to an attack or withdrawal attempt
- 5’ steps are free, but not retreats, they are negotiated repositionings
- You can’t freely move past an enemy that is not engaged without an attack of opportunity
- You can take a defensive bonus if the enemy is engaged
- Can’t move through an enemy’s position without fierce attack
Initiative
You just fucking roll it: 2d10 + Dex bonus.
Spell Attacks
- You might be able to cast one quick one per round, depending on Ted’s mood. Roll 2d10 + Will bonus + your spell base attack (zero at beginning).
- If the spell is ‘contested’ (an attack on a person) then it will be met with magic resistance. Generally resistance is 10 + Will bonus.
- If the spell is ’elemental’ and some sort of bolt/area effect then your roll is just against a base 10, but the enemy will likely get a save and some armor DR.
- If the spell is uncontested, then just roll 2d10 and consider crits.