combat

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combat [2025/05/06 15:59] xertriscombat [2026/06/25 15:50] (current) arcathiadev
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 ===== Initiating Combat ===== ===== Initiating Combat =====
  
-Combat can be initiated in two main ways, giving players flexibility in how they approach encounters:+Combat can be initiated in two main ways:
  
-  * **Direct Engagement**: Approaching an enemy within melee range will automatically place you in combat with the opponent.+  * **Direct Engagement**: Approaching a hostile NPC enemy will automatically place you in combat with the opponent.
   * **Context Menu**: Right-click on an enemy and select “Attack” to initiate combat directly, allowing for a prepared start to the encounter.   * **Context Menu**: Right-click on an enemy and select “Attack” to initiate combat directly, allowing for a prepared start to the encounter.
  
 Once combat is initiated, both players and enemies are arranged on the tactical grid, and the turn-based combat phases begin. Once combat is initiated, both players and enemies are arranged on the tactical grid, and the turn-based combat phases begin.
 +
 +===== Observing Combat =====
 +
 +Players may observe combat after it has begun by clicking on any combatant. Observers will see all actions taken in the fight, and after 3 rounds of observing they may join the fight. They will not be able to take any action on the first phase after joining.
  
 ===== Combat Phases ===== ===== Combat Phases =====
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   * **Root**: A rooted character is immobilized and cannot move, but retains the ability to perform other actions, such as casting spells or attacking.   * **Root**: A rooted character is immobilized and cannot move, but retains the ability to perform other actions, such as casting spells or attacking.
  
-These effects are often inflicted by specific abilities or [[skills]] and add an essential layer to combat strategy, as managing status effects can turn the tide of battle.+These effects are often inflicted by specific [[skills]] and add an essential layer to combat strategy, as managing status effects can turn the tide of battle.
  
 ===== Fleeing Combat ===== ===== Fleeing Combat =====
  
-**Fleeing** is an option available in the Offensive Phase, allowing characters to escape combat if necessary. Fleeing initiates a three-turn countdown, during which the player is restricted from using abilities other than movement actions. +**Fleeing** is an option available in the Offensive Phase, allowing characters to escape combat if necessary. Fleeing initiates a four-turn countdown (three with the [[cowardly_chicken|cowardly chicken]] [[background_traits|trait]]), during which the player is restricted from using abilities other than movement actions. 
  
   * **Flee Mechanic**: The escape sequence begins once the Flee action is selected. The character must avoid taking damage and cannot use any skills aside from movement for three consecutive turns.   * **Flee Mechanic**: The escape sequence begins once the Flee action is selected. The character must avoid taking damage and cannot use any skills aside from movement for three consecutive turns.
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 Equipment Swapping (Bonus Phase) Equipment Swapping (Bonus Phase)
 +
 Escape Check (Successful Escapes) Escape Check (Successful Escapes)
 +
 Priority Bonus Actions Priority Bonus Actions
 +
 Priority Bonus Items Priority Bonus Items
 +
 Priority Offensive Actions Priority Offensive Actions
 +
 Bonus Actions Bonus Actions
 +
 Bonus Items Bonus Items
 +
 Priority Movement Items Priority Movement Items
 +
 Movement Items Movement Items
 +
 Priority Offensive Items Priority Offensive Items
 +
 Offensive Actions Offensive Actions
 +
 Offensive Items Offensive Items
  
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 If Priority is involved, then the slowest will go first instead. If Priority is involved, then the slowest will go first instead.
 +
 +{{tag>mechanics}}
  • combat.1746547174.txt.gz
  • Last modified: 2025/05/06 15:59
  • by xertris