Combat: Difference between revisions

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Combat is one of the most technical aspects of MythCraft. Like many RPGs, combat is resolved in a series of rounds where all creatures act in Initiative order. Each round in combat represents 10 seconds of in-world time, and while creatures take turns individually, you can narratively assume that all actions in a given round happen more or less simultaneously.  
Combat is one of the most technical aspects of MythCraft. Like many RPGs, combat is resolved in a series of rounds where all creatures act in Initiative order. Each round in combat represents 10 seconds of in-world time, and while creatures take turns individually, you can narratively assume that all actions in a given round happen more or less simultaneously.  


=== The Flow of Combat ===
== The Flow of Combat ==
Combat is resolved in a series of rounds. Each round consists of one turn per hero and one turn per creature.
Combat is resolved in a series of rounds. Each round consists of one turn per hero and one turn per creature.


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When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (e.g., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP<blockquote>'''For example,''' Avery Gray has 2 COR, meaning that they gain 4 AP at the start of each of their turns (3 + the COR bonus). If Avery uses 1 AP to move, and 2 to attack, then they have 1 AP left, which they save as Reactive AP. Avery does not spend this Reactive AP during the round, so at the start of their next turn, Avery gets 5 AP (3 + the COR bonus + leftover Reactive AP).</blockquote>'''Note:''' Some features, like the berzerker’s Blood Rage and the cleric’s Holy Support ability, allow you additional AP (respectively, “Rage AP” and “Holy Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.
When you start your next turn, you can carry over a finite amount of Reactive AP. You can retain no more Reactive AP than 1⁄2 your level + 1. (e.g., a level 1 or 2 character can retain 2 Reactive AP, a level 3 or 4 character can retain 3 Reactive AP, etc.) At the start of your turn, you add this remaining Reactive AP to your new pool of AP<blockquote>'''For example,''' Avery Gray has 2 COR, meaning that they gain 4 AP at the start of each of their turns (3 + the COR bonus). If Avery uses 1 AP to move, and 2 to attack, then they have 1 AP left, which they save as Reactive AP. Avery does not spend this Reactive AP during the round, so at the start of their next turn, Avery gets 5 AP (3 + the COR bonus + leftover Reactive AP).</blockquote>'''Note:''' Some features, like the berzerker’s Blood Rage and the cleric’s Holy Support ability, allow you additional AP (respectively, “Rage AP” and “Holy Support AP”) that follow special rules. You can only ever have one source of special AP. If you would gain more than one source of special AP, you can choose which type of special AP you keep.
== Actions ==
Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn.
=== Move ===
All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your speed. This movement ends when you spend your next AP.
If you have a climb, swim, fly, or burrow speed, that means that you can do those kinds of movements as well. If you combine movements (say you run, then fly over a trench, then keep running) – you use the largest movement number for your total movement (instead of adding them together), and cannot move more than your maximum speed in any specific type of movement. For example:
If you have Speed 20, Swim 20, and Fly 30, then for 1 AP:
* You can run 10 ft, swim 10 ft, and fly 10 ft
* You cannot swim 30 ft
If you do not have a climb speed or a swim speed, but wish to climb a surface or swim, it costs 2 ft of movement for every 1 ft that you actually move. If the surface might be challenging to climb, then your MC might also require you to make a STR check, and if you have the Athletics skill, you can add that bonus to checks of this nature.
A climb speed automatically allows you to climb vertical surfaces, but not upside-down (such as ceilings).
'''Difficult Terrain''' costs 2 ft of movement for every 1 ft that you actually move. '''Hazardous Terrain''' costs as much movement as Difficult Terrain, and will also specify an amount of damage that you take for every 5 ft actually moved.
==== Jump ====
While moving, you may need to jump. You cannot jump farther than you can move.
Your vertical jump distance is 3 ft + a number of ft equal to your STR.
Your horizontal jump distance is double your vertical jump distance.
==== Moving Through Creatures ====
You may move through an allied creature’s space, but this counts as Difficult Terrain. You may not end your turn in an allied creature’s space.
You may not move through a hostile creature’s space unless that creature is Paralyzed, Restrained, Unconscious, or at least 3 Sizes larger than you. In that case, moving through a hostile creature’s space counts as Difficult Terrain.
=== Weapon Attacks ===
When a creature is in range, you may make an attack. To make an attack, you roll 1d20 and apply a modifier based on one of your attributes (usually STR or DEX). You compare your total modified roll to the target’s appropriate defense (usually their Armor Rating); if your attack equals or exceeds the target’s defense, then you hit them and they take some form of damage. If your attack roll is lower than the target’s defense, then your attack misses.
Each weapon specifies how many AP it takes to make an attack with it. Some have set numbers of AP, and others have high APCs that you can lower through training.
Examples:
* A dagger always costs 2 AP.
* A longsword costs 5-STR, min 2 AP; this means that it costs 5 AP to use a longsword, but you subtract your STR from that number, to a minimum of 2.
* A morningstar costs 5-STR min 3, but has the hand-and-a-half tag to reduce the APC by 1 (min 2); this means that if you are using the morningstar with 2 hands, you can attack more efficiently.
=== Spells and Magic ===
Spells will specify how many AP you need to use them.
Spells also require you to expend SP; if you are out of SP, you cannot cast a spell.
Cantrips, chants, and prayers specify how many AP you need to use them; they do not cost any SP, so they can be done as many times as you wish.
Rituals and invocations take a significantly longer time to cast; each ritual or invocation will specify how long it takes to cast it.
=== Ranged Attacks in Melee ===
If you make a ranged attack or thrown attack with a weapon, spell, or any other effect and a hostile creature is within 5 ft of you, you suffer 1 TD for each hostile creature within 5 ft of you.
=== Maneuvers ===
==== Basic Maneuvers ====
Maneuvers are actions that you might take in combat to gain an edge in certain circumstances. Any creature can use any basic maneuver.
'''Dodge (2 AP).''' Gain +2 to your AR and physical defenses until the start of your next turn.
'''Equip/Stow (X AP).''' Equipping or stowing a weapon or shield costs 0 AP unless it is unwieldy, in which case it costs 1 AP. Stowing a weapon or shield and drawing a new one on the same turn, regardless of type, also costs 1 AP.
'''Drop Prone (0 AP).''' You fall Prone.
'''Grapple (2 AP).''' You may attempt to Grapple a creature. Make a STR or DEX attack roll against the target creature’s REF or FORT (their choice). If you hit, you are both Grappled. As the initiator of being Grappled, you may end the Grappled condition for both you and the other creature at any point for 0 AP.
'''Hide (1 AP).''' When you are Concealed, you may attempt to hide, rolling DEX/Sneaking against the AWR/Perceiving of creatures within 30 ft of you. On a success, you are Unseen.
'''Shove (2 AP).''' Make an attack against a creature, using your STR and targeting their FORT. On a hit, you push the creature 5 ft in a direction of your choice. You cannot do this to a creature that is more than one Size larger than you.
'''Stand (1 AP).''' Stand from being Prone. You cannot do this if your speed is 0.
'''Trip (2 AP).''' Make an attack against a creature, using your STR and targeting their REF. On a hit, the creature falls Prone.
==== Advanced Maneuvers ====
Some creatures have the ability to use advanced maneuvers. You might gain this ability by taking talents or lineage abilities. If an ability does not specifically give you access to an advanced maneuver, then you cannot use that maneuver.
'''Disarm (3 AP).''' Make a STR attack against a creature’s REF or FORT (they choose). On a hit, choose an item that the creature is holding; they drop that item.
'''Exploit (X AP).''' When a creature within your melee weapon’s reach does one of the following actions, you may spend Reactive AP to make an attack against that creature immediately. The amount of Reactive AP that you must spend equals the normal AP you would spend to make an attack with that weapon on your turn.
You can Exploit when a creature:
* Moves out of your melee weapon’s reach.
* Administers a potion (drinking it themselves or feeding it to another creature).
* Makes a ranged attack while within your melee weapon’s reach.
=== Potions ===
Drinking a potion costs 1 AP. Feeding a potion to a willing or conscious adjacent creature costs 2 AP.
=== Flanking ===
The Flanking condition is achieved when two friendly targets threaten a border or corner opposite of one another. If a creature is larger than one square, or has a reach of more than 5 ft, it counts as the Flanking condition if it threatens a space on the opposite border or corner from an enemy creature.
You only threaten a square if you are able to melee attack that square. A Prone creature can flank, for example, but an Unconscious one cannot.
=== Cover ===
By hiding behind a barrier of some sort, you might gain Cover. This will enhance your AR and physical defenses, or might make it impossible to target you altogether.
Cover is a physical barrier that can block attacks, while something that obscures you but does not physically block you from a source of danger might give you the Concealed condition.


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