Combat | ||
OK Circlers. This hopefully is the last change to the Combat system. Even though we cut down hit points Combats are still a chore. The biggest hindrance seems to be the Casting-phase. Fights are 20 minutes of pondering and shuffling and 30 seconds of swinging. Problem two is First Strike. It is awkward. So our best solutions seems to be to strip combat spells to a minimum and rework the First-Strike idea. We've added new spells to the Battle sphere too. These spells are mostly non-combat spells (meaning they are not cast in combat.) They are geared towards creating fights and finding enemies. The Melee page and the Weapon Strike page should give you a clear idea of changes. -------------------------------------------------------- There are three basic parts of a combat. Encounter/Declaring Combat: You caught
them or they caught you. Now what? -------------------------------------------------------- Next are the three cardinal rules: Always be careful: Combats are
often fast and furious. Above all else make sure you do not really hurt anyone. The Fighting
Rules section goes over what is expected, what is required and what is not allowed. -------------------------------------------------------- A low and behold, there are three types of damage. Magical: This
blanket group covers spells, alchemical items, charged items, divine boons, curses, etc. If a spell or effect states it is conditional to Physical damage but does not specify whether it is Base Physical or Enhanced Physical, then it applies to both types.
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Notes: |
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