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 ===
Combat is resolved in a series of rounds. Each round consists of one turn per hero and one turn per creature.
On a hero’s turn, they may spend a number of Action Points (AP) to perform any action available to them.
On a creature’s turn, it may use a set of predetermined actions.
=== Initiative ===
Combat begins when all creatures involved roll Initiative. Initiative determines the order in which creatures take their turn during combat.
Initiative is an Awareness check: each creature rolls 1d20 and adds their AWR. The one with the highest roll goes first, followed by the second-highest, and so on. After the last creature takes its turn, the first creature takes its second turn. Initiative order is repeated until combat is resolved. In the event of a tie between one or more creatures, the creature with the higher AWR goes first out of those creatures. If one or more creatures tie and have the same AWR, roll unmodified d20s for each tied creature; the highest roll goes first out of those creatures, then the second highest, etc.
Remember that if you are encumbered, you must set down all items that are causing you to be encumbered before you can equip a weapon or a shield. Rules on encumbrance can be found [[Encumberance|here]].


'''Quick Links'''
'''Quick Links'''

Revision as of 13:50, 4 August 2025


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

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

On a hero’s turn, they may spend a number of Action Points (AP) to perform any action available to them.

On a creature’s turn, it may use a set of predetermined actions.

Initiative

Combat begins when all creatures involved roll Initiative. Initiative determines the order in which creatures take their turn during combat.

Initiative is an Awareness check: each creature rolls 1d20 and adds their AWR. The one with the highest roll goes first, followed by the second-highest, and so on. After the last creature takes its turn, the first creature takes its second turn. Initiative order is repeated until combat is resolved. In the event of a tie between one or more creatures, the creature with the higher AWR goes first out of those creatures. If one or more creatures tie and have the same AWR, roll unmodified d20s for each tied creature; the highest roll goes first out of those creatures, then the second highest, etc.

Remember that if you are encumbered, you must set down all items that are causing you to be encumbered before you can equip a weapon or a shield. Rules on encumbrance can be found here.

Quick Links