Combat
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.
Action Points
Adventurers track their capacity to perform different actions using Action Points (AP). AP is used for most actions such as moving, attacking, battle maneuvers, magic, and using objects. The AP Cost (APC) of an action varies depending on how much effort that action would take.
At the start of each turn, you gain 3 AP, and then gain additional AP based on your COR. If you had any Reactive AP, you may add some of it to your new pool of AP.
| Coordination (COR) | Bonus AP |
|---|---|
| -3 | -2 |
| -2 to -1 | -1 |
| 0 to 1 | 0 |
| 2 to 3 | 1 |
| 4 to 5 | 2 |
| 6 to 7 | 3 |
| 8 to 9 | 4 |
| 10 to 11 | 5 |
| 12 | 6 |
You may spend your AP as you deem appropriate on your turn.
If you do not spend all of your AP, this turns into Reactive AP that you may spend on someone else’s turnif you have an ability allowing you to do so. This is referred to as a Reactive Action.
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
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).
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.
Quick Links