Difference between revisions of "Combat"
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− | + | [[File:Combat.jpg|right|525px|thumb]] | |
+ | '''Combat''' in this system serves as a structured method for resolving conflicts between opposing forces. While it incorporates elements of real-world combat, the primary focus is on playability, engagement and strategic depth rather than strict historical accuracy. Familiar aspects of armed conflict and tactics help ground the experience, allowing players to immerse themselves in a world where the fantastical is anchored in recognisable mechanics. | ||
− | + | The system outlined here is a heavily modified evolution of the original AD&D combat model. While certain aspects of AD&D remain because they function effectively within this framework, the system does not adhere to AD&D as an ideal. Any mechanic, regardless of its origin, is subject to revision or replacement if a superior alternative is found. The objective is to craft a combat experience that is strategic, intense and emotionally compelling, ensuring that each encounter carries weight and consequence. | |
− | == | + | Though elements from various editions of D&D have influenced this system, it is largely original in design. It provides a structured yet flexible approach that rewards player creativity while maintaining balance. The goal is to create combat encounters that challenge players, forcing them to adapt, think critically and make meaningful decisions under pressure. |
− | <div style="column-count: | + | |
− | * [[Ability Checks]] | + | Combat is more than a routine exchange of attacks; it is a pivotal element of the game, shaping the narrative and the fate of characters. A well-designed encounter should evoke a balance of tension and exhilaration, where risk and reward are deeply felt. The threat of loss, whether through character death or lasting consequences, adds weight to each decision, ensuring that no battle feels inconsequential. |
− | * [[Action Points]] | + | |
− | * [[Armour Class]] | + | The unpredictability of combat fuels player investment, making every roll, manoeuver and tactical choice matter. At the same time, victory achieved through skillful play and teamwork provides a profound sense of accomplishment. Combat should never become a mechanical exercise but rather a moment where the stakes are tangible, the pressure is real and the outcome is uncertain until the final move is made. |
− | * [[Armour List]] | + | |
− | * [[Attacking in Combat]] | + | == Links == |
− | * [[Attacks with Two Weapons]] | + | Below are a list of links describing concepts and elements related to this combat system. |
− | * [[Binding Wounds (sage ability)]] | + | |
− | * [[Charging]] | + | <div style="column-count:5;-moz-column-count:5;-webkit-column-count:5"> |
− | * [[Combat Hex]] | + | * [[Ability Checks]] |
− | * [[Combat Round]] | + | * [[Acid-based Attacks]] |
− | * [[Cover]] | + | * [[Action Points]] |
− | * [[Critical Hits & Fumbles]] | + | * [[Armour Class]] |
− | * [[Damage (hit points)]] | + | * [[Armour List]] |
− | * [[Dual | + | * [[Attacking in Combat]] |
− | * [[Entangled | + | * [[Attack of Opportunity]] |
− | * [[Experience | + | * [[Attacks with Two Weapons]] |
− | * [[Experience | + | * [[Binding Wounds (sage ability)]] |
− | * [[ | + | * [[Charging]] |
− | * [[ | + | * [[Close Drop (sage ability)]] |
− | * [[Grappling]] | + | * [[Combat Hex]] |
− | * [[Grenade Missiles]] | + | * [[Combat Round]] |
− | * [[Healing]] | + | * [[Cover (defense)]] |
− | * [[Helpless Defenders]] | + | * [[Critical Hits & Fumbles]] |
− | * [[Hit Dice]] | + | * [[Damage (hit points)]] |
− | * [[Hit Points]] | + | * [[Drawing a Weapon while Moving]] |
− | * [[Hit Points per Die]] | + | * [[Dual Combatants (sage ability)]] |
− | * [[Illumination]] | + | * [[Entangled and Snarled Weapons]] |
− | * [[Incidental Damage]] | + | * [[Experience Level]] |
− | * [[Initiative]] | + | * [[Experience (X.P.)]] |
− | * [[ | + | * [[Fighting Blind]] |
− | * [[Line of | + | * [[Fighting with Lance]] |
− | * [[Martial | + | * [[Grappling (hand-to-hand)|Grappling]] |
− | * [[Melee]] | + | * [[Grenade-like Missiles]] |
− | * [[Missile | + | * [[Healing]] |
− | * [[Morale]] | + | * [[Helpless Defenders]] |
− | * [[Movement in Combat]] | + | * [[Hit Dice]] |
− | * [[Multiple Attacks]] | + | * [[Hit Points]] |
− | * [[Multiple Defenders in One Hex]] | + | * [[Hit Points per Die]] |
− | * [[Necrotic Damage]] | + | * [[Hurled Weapons]] |
− | * [[Negative Hit Points]] | + | * [[Illumination]] |
− | * [[On Guard (sage ability) | + | * [[Immersion & Combat]] |
− | * [[Overbearing]] | + | * [[Incidental Damage]] |
− | * [[Pummelling]] | + | * [[Initiative]] |
− | * [[Rear & Flank Attacks]] | + | * [[Injury]] |
− | * [[Roll to Hit]] | + | * [[Line-of-sight]] |
− | * [[Rouse Sleeping Creatures]] | + | * [[Main-gauche (sage ability)]] |
− | * [[Saving Throws]] | + | * [[Martial Spirit]] |
− | * [[Saving Throws for Items]] | + | * [[Melee]] |
− | * [[Shield (armour)]] | + | * [[Missile Weapons]] |
− | * [[Spear (weapon)]] | + | * [[Morale]] |
− | * [[Spellcasting]] | + | * [[Movement (stride)]] |
− | * [[Stun Lock]] | + | * [[Movement in Combat]] |
− | * [[Submerged Combat]] | + | * [[Multiple Attacks]] |
− | * [[Surprise]] | + | * [[Multiple Defenders in One Hex]] |
− | * [[Swimming Combat]] | + | * [[Naval Combat]] |
− | * [[THAC0]] | + | * [[Necrotic Damage]] |
− | * [[Throwing a Grapple]] | + | * [[Negative Hit Points]] |
− | * [[Turn-based Combat]] | + | * [[On Guard (sage ability)]] |
− | * [[Using Found Objects as Weapons]] | + | * [[Overbearing]] |
− | * [[Using Poisoned Weapons]] | + | * [[Phalanx (sage ability)]] |
− | * [[Weapons List]] | + | * [[Protective Cover]] |
− | * [[ | + | * [[Puissance (sage study)]] |
+ | * [[Pummelling]] | ||
+ | * [[Reach]] | ||
+ | * [[Rear & Flank Attacks]] | ||
+ | * [[Roll to Hit]] | ||
+ | * [[Rouse Sleeping Creatures]] | ||
+ | * [[Saving Throws]] | ||
+ | * [[Saving Throws for Items]] | ||
+ | * [[Shield (armour)]] | ||
+ | * [[Shield as a Weapon (sage ability)]] | ||
+ | * [[Siege Engines]] | ||
+ | * [[Spear (weapon)]] | ||
+ | * [[Spellcasting]] | ||
+ | * [[Strength (ability stat)]] | ||
+ | * [[Strengthened Arm (sage ability)]] | ||
+ | * [[Stun Lock]] | ||
+ | * [[Submerged Combat]] | ||
+ | * [[Surprise (combat)|Surprise]] | ||
+ | * [[Swimming & Combat]] | ||
+ | * [[THAC0]] | ||
+ | * [[Throwing a Grapple]] | ||
+ | * [[Turn-based Combat]] | ||
+ | * [[Unsteadiness & Combat]] | ||
+ | * [[Using Found Objects as Weapons]] | ||
+ | * [[Using Poisoned Weapons]] | ||
+ | * [[Weapons List]] | ||
+ | * [[Weapon Proficiencies]] | ||
+ | * [[Wound]] | ||
</div> | </div> | ||
− | [[Category: | + | |
+ | [[Category: Reviewed]] |
Latest revision as of 16:01, 12 March 2025
Combat in this system serves as a structured method for resolving conflicts between opposing forces. While it incorporates elements of real-world combat, the primary focus is on playability, engagement and strategic depth rather than strict historical accuracy. Familiar aspects of armed conflict and tactics help ground the experience, allowing players to immerse themselves in a world where the fantastical is anchored in recognisable mechanics.
The system outlined here is a heavily modified evolution of the original AD&D combat model. While certain aspects of AD&D remain because they function effectively within this framework, the system does not adhere to AD&D as an ideal. Any mechanic, regardless of its origin, is subject to revision or replacement if a superior alternative is found. The objective is to craft a combat experience that is strategic, intense and emotionally compelling, ensuring that each encounter carries weight and consequence.
Though elements from various editions of D&D have influenced this system, it is largely original in design. It provides a structured yet flexible approach that rewards player creativity while maintaining balance. The goal is to create combat encounters that challenge players, forcing them to adapt, think critically and make meaningful decisions under pressure.
Combat is more than a routine exchange of attacks; it is a pivotal element of the game, shaping the narrative and the fate of characters. A well-designed encounter should evoke a balance of tension and exhilaration, where risk and reward are deeply felt. The threat of loss, whether through character death or lasting consequences, adds weight to each decision, ensuring that no battle feels inconsequential.
The unpredictability of combat fuels player investment, making every roll, manoeuver and tactical choice matter. At the same time, victory achieved through skillful play and teamwork provides a profound sense of accomplishment. Combat should never become a mechanical exercise but rather a moment where the stakes are tangible, the pressure is real and the outcome is uncertain until the final move is made.
Links
Below are a list of links describing concepts and elements related to this combat system.
- Ability Checks
- Acid-based Attacks
- Action Points
- Armour Class
- Armour List
- Attacking in Combat
- Attack of Opportunity
- Attacks with Two Weapons
- Binding Wounds (sage ability)
- Charging
- Close Drop (sage ability)
- Combat Hex
- Combat Round
- Cover (defense)
- Critical Hits & Fumbles
- Damage (hit points)
- Drawing a Weapon while Moving
- Dual Combatants (sage ability)
- Entangled and Snarled Weapons
- Experience Level
- Experience (X.P.)
- Fighting Blind
- Fighting with Lance
- Grappling
- Grenade-like Missiles
- Healing
- Helpless Defenders
- Hit Dice
- Hit Points
- Hit Points per Die
- Hurled Weapons
- Illumination
- Immersion & Combat
- Incidental Damage
- Initiative
- Injury
- Line-of-sight
- Main-gauche (sage ability)
- Martial Spirit
- Melee
- Missile Weapons
- Morale
- Movement (stride)
- Movement in Combat
- Multiple Attacks
- Multiple Defenders in One Hex
- Naval Combat
- Necrotic Damage
- Negative Hit Points
- On Guard (sage ability)
- Overbearing
- Phalanx (sage ability)
- Protective Cover
- Puissance (sage study)
- Pummelling
- Reach
- Rear & Flank Attacks
- Roll to Hit
- Rouse Sleeping Creatures
- Saving Throws
- Saving Throws for Items
- Shield (armour)
- Shield as a Weapon (sage ability)
- Siege Engines
- Spear (weapon)
- Spellcasting
- Strength (ability stat)
- Strengthened Arm (sage ability)
- Stun Lock
- Submerged Combat
- Surprise
- Swimming & Combat
- THAC0
- Throwing a Grapple
- Turn-based Combat
- Unsteadiness & Combat
- Using Found Objects as Weapons
- Using Poisoned Weapons
- Weapons List
- Weapon Proficiencies
- Wound