Combat System

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The Combat System Page delineates the comprehensive rules and process for Combat Roleplay, including the mechanics for Rolls, Abilities, and Status Effects. It is highly recommended that players engaging in Combat Roleplay review this page in its entirety, as proficiency in these rules will make for a much smoother experience.

Character Attributes

Your character's capabilities are defined by five core Attributes:

  • Constitution: Determines your maximum HP, which is calculated as 10 + (3*CON). It also governs abilities relying on physical bulk.
  • Strength: Influences the effectiveness of most physical attacks and prowess-based abilities.
  • Dexterity: Determines your base movement speed and your ability to dodge incoming attacks.
  • Scrutiny: Defines your position in the Initiative Order and is used for Concentration defense rolls.
  • Mystic: Governs the power and accuracy of magical spells and supernatural abilities.

Rolls and Difficulty

Combat and action resolution involve two primary types of rolls:

Roll Type Dice & Modifier Notes
Attack Roll 1d10 + half of the Attribute used Used when attempting to hit a target.
Defense Roll 1d8 + half of the Attribute used Used when defending against an attack or ability.

Important Roll Rules:

  1. Default Defense: If an Attack or Ability does not specify the Attribute used to defend against it, the defense is rolled with Dexterity.
  2. In-Game Rolling: Action and combat resolution are handled through the /attack and /defend commands. For instance, if a character is performing a Scrutiny defense roll and possesses a Scrutiny attribute of 9, the command utilised would be /defend 9. If they had Advantage, the command would instead be /defend 9 adv.
  3. Advantage and Disadvantage: These conditions require rolling twice, taking the better (Advantage) or worse (Disadvantage) result respectively. If a character has both at once, they cancel out.
  4. Resolving Ties: In the event of a tie between an Attack roll and a Defense roll, the result defaults in favor of the attacker.
  5. Multi-Target Attacks: When utilizing an Ability that targets multiple individuals, the attacker performs only one Attack roll, the result of which defines the difficulty for all corresponding Defense rolls. Damage is resolved in the same manner, with a singular roll applied to every individual successfully hit.
  6. Rounding: In instances where rounding is required, results default to rounding down unless specifically stated otherwise.


Combat Sequence

Initiating Combat

Surprise Turn: If a target is caught off-guard, combat begins with a surprise turn. This occurs before the standard Initiative roll and is one full turn. Ability durations starting on this turn do not begin counting down until the user’s next turn has elapsed.

  • Preparation: A character is considered prepared for combat if they have explicitly emoted drawing a weapon or preparing to cast a spell.

Initiative Order: All participants perform a Scrutiny attack roll to determine the turn order, acting in descending order of the results.

  • Tiebreaker: Ties are broken by the higher Scrutiny, or if still tied, Dexterity.

Leaving Combat: If you are more than 15 blocks away from all enemies at the end of your turn, you can leave combat.

Actions and Abilities

The following types of Abilities exist, with limitations on their use:

  1. Full Action/Attack: Only one Attack or Full Action may be used per turn.
  2. Passive Abilities: Always active.
  3. Reactions: May be used at any time, but require a specific condition outlined in the ability.
  4. Free Actions: Must be used during your own turn, but have no other impact on your freedom of action.

Universal Abilities

  1. Flee: This ability is a Full Action. It increases your movement distance to 8 blocks for the turn and prevents the use of any other Attacks or Abilities for the remainder of combat, though not Defense Rolls. Flee may still be reused.
  2. Attack of Opportunity: This ability is a Reaction. It allows making an available Melee Attack when an enemy leaves Melee Range. Some abilities may prevent using this against a target.

Concentration and Duration

  1. Concentration: Abilities that require Concentration prevent the use of any other full Action while in use.
    1. When taking damage while concentrating, you must make a Scrutiny defense roll. Failing this roll results in the end of the Ability.
  2. Ability Durations: Duration is measured in turns; one turn passes at the end of the user’s turn, beginning the turn after the ability was activated.
    1. Example: A two-turn duration ability proceeds as: turn 0 cast > turn 1 active > turn 2 active > turn 3 not active.

Movement and Positioning

  1. Base Movement: 3 blocks.
    1. Movement Increase: Base movement is increased by 1 block for every 2 points you have in Dexterity.
    2. Movement Cap: Movement cannot be increased above 6 blocks per turn without being increased by an Ability.
  2. Melee Range: 2 blocks.
  3. Ranged Range: 15 blocks, if not stated otherwise by the Attack or Ability.
  4. Line of Sight: Required to target an enemy, unless the Attack or Ability states otherwise.
  5. Blink and Teleportation: Any ability that uses the term "blink" or "teleport" does not trigger Opportunity Attacks when moving out of a character's Melee Range.
  6. Ranged Attack in Melee: Using a Ranged Attack or Ability while an enemy is within Melee Range incurs Disadvantage.
  7. Falling Damage: Falling more than 5 blocks results in taking 1d10 damage for every 2 blocks fallen after 5.

Damage and Status Effects

Damage Rules

  1. Damage Reduction: Damage Reduction cannot reduce damage from any source below 1.
  2. Untrained Attack: The basic attack when using a weapon you are not trained with is a flat STR defense roll, and deals 1d4 damage on a hit.

Status Effects

Status Effects, including Damage Reduction, will not stack unless specified otherwise.

Status Effect Description and Penalty
Restrained Cannot move, including via Abilities, and has Disadvantage on Defence rolls.
Blinded Has Disadvantage on Attack rolls.
Prone Halved movement distance, and Attack rolls against the character have Advantage.
Disarmed Cannot use Attacks, and must use a Full Action to re-equip their weapon or steady themselves if not using one.
Dazed Cannot use Attacks or Abilities, and has Disadvantage on Defence rolls.
Difficult Terrain Halved movement distance, and has Disadvantage on Attack and Defence rolls.

Accreditation
Writers Bimberi, AWildRhia
Processors Vulpes_Pulpes, AWildRhia
Last Editor Bimberi on 04/4/2026.