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Combat is a large part of life in Raxia, and thus a large part of the rules of Sword World. There will often be situations where PCs will have to fight their way out of a scene, and this section establishes the rules to do so. Explanations for skills like Accuracy and Evasion, among others, are to follow.

Supplements and Notes

The following combat rules, as well as the rules of Sword World in general, aren't meant to be perfectly memorized. There are going to be some terms used below that won't be described until later, so don't be afraid to read everything through and refer back to earlier information as need be.

Simplified Combat and Standard Combat Rules

There are two main methods of resolving combat in Sword World, the Simplified Combat Method and the Standard Combat Method.

The Simplified Combat Method is less focused on the minute details of combat, aiming more for a rather cinematic feel and flow to a fight. It is definitely helpful for those players and GMs who aren't as familiar with Sword World rules, and it's recommended that beginning players and GMs use this method in order to get comfortable with how Sword World works.

The Standard Combat Method takes the Simplified Combat Method and adds complexity to it, requiring careful tracking of movement and distance. It is a bit more of a burden to learn, but the tactical opportunities are far greater this way. It is recommended that more advanced players use these rules, to get the most out of combat.

Flow of Battle

Combat is resolved as per the following Combat Procedure Chart, regardless of the Method used.

  1. 1. Begin Combat
  2. 2. Winning Initiative Acts
  3. 3. Losing Initiative Acts
  4. 4. Check to Determine if Combat is Over
  5. 5. Post-Combat Cleanup


Simplified Combat Rules

Standard Combat Rules



Notes on Major and Minor Actions

Specific notes on various Major and Minor Actions are detailed below. Assume any differences between Simplified Combat and Standard Combat will be spelled out specifically, and are otherwise the same.

Major Actions

Magic

As a general rule, a character casting a spell can only take a Limited Move.

Weapon Attacks

Melee and throwing attacks are available after a Normal Move, but ranged attacks can only be made after a Limited Move.

Declaring a Retreat

As a general rule, a character in a skirmish must declare a retreat in order to move out of a skirmish. Once this action is taken, the character receives a -4 penalty to Evasion until the start of their next turn.

However, if the number of allied characters in the skirmish is more than twice the number of hostiles, not counting the retreating character nor any other characters who have declared a retreat, they do not suffer this penalty.

  • Simplified Combat: The next time you move, you can move in the direction of retreat: If the skirmish is in the Frontline, you can Normal Move to the Allies' Rearguard; if the skirmish is in the Enemies' Rearguard, you can either Normal Move to the Frontline, or Full Move to the Allies' Rearguard.
  • Standard Combat: The next time the character moves, they can leave the battlefield. The method of movement chosen must be enough to leave the battlefield. Do note that independent characters will count as enemies when determining whether to apply the Evasion penalty.
Stowing/Picking Up Weapons

Stowing a weapon in hand away as luggage, or picking up a weapon fallen to the ground, counts as a character's Major Action for the turn.

Handing Weapons to Others

Giving a weapon in hand to another character is considered a Major Action (while receiving one is a Minor Action). In order to do so, the one handing the weapon needs to take their action first, while the one receiving the weapon needs to take their turn at some point afterwards. If this hand-off fails at any point, the weapon is considered to be dropped on the ground.

In order to hand a weapon to another, both characters need to be in the same area (in Simplified Combat) or at the same coordinates (in Standard Combat).

Wearing/Storing Accessories

Accessories stored as luggage can be equipped as a Major Action if the appropriate equipment slot is available. Worn accessories can be stowed as a Major Action as well.

Other Actions

The GM can allow for other actions to be Major Actions, given the general rule that 1 round = 10 seconds.

Minor Actions

Magic

Magic with in the name can be used as Minor Actions without any Spellcasting roll. However, as such any sort of Magic Power is to be treated as 0.

If Magic is used, movement is still restricted to Limited Movement as with other Magic use. If a character has taken a Normal or Full Move, they cannot use Magic.

While Magic can be used at most any time, MP is still consumed per each usage.

Ending Spell Effects

Spells with durations may have their effects ended at any point before the duration. This is as simple as the caster willing the spell to end, with no need to gesture or make any noise.

Activating a Combat Feat

For those Active Combat Feats, declaring the use of one is a Minor Action. Generally, only one Combat Feat can be activated at a time, and will have no effect if activated after Accuracy and Evasion checks.

Standing from Prone

A fallen character can stand up with a Minor Action, and may stand before moving. There is no point in standing up multiple times during a turn.

Weapons

Equipping new weapons, changing stance, sheathing, dropping, and receiving weapons are all Minor Actions. It is possible to do these multiple times in a turn, but even if a character can take multiple Major Actions, once a Major Action is taken these Minor Actions cannot be performed until the next turn.

  • Equipping Weapons: A character can equip a new weapon, assuming they're not already holding a weapon (Hand Accessories do not count). To free up a hand, a character can either sheathe the weapon they're using, or drop it to the ground.
  • Changing Stance: A weapon that can be used either 1H or 2H can switch between the two. If going from 1H to 2H, it's assumed the other hand is also free before changing stance.
  • Sheathing a Weapon: It is generally assumed that stowing a weapon as luggage is a Major Action. However, Swords and Guns have sheathes and holsters, and can thus be sheathed or holstered as a Minor Action.
  • Dropping a Weapon: Dropping a weapon frees up the character's hand(s), but leaves the weapon on the ground. Picking up a dropped weapon is a Major Action, and any character who wishes to do so can attempt to pick up a dropped weapon, as long as they're in the same area (for Simplified Combat) or at the same coordinates (for Standard Combat).
  • Receiving a Weapon: This action receives a weapon handed off by another character, and automatically equips it.
Other Actions

The GM can allow for other actions to be Minor Actions, assuming it's a trivial action to be performing. Generally, there's no limit to the number of times a Minor Action can be done, nor many restrictions as to when it can be performed, but ultimately the GM has the final word.

Supplementary Rules and Notes

The following are additional notes for combat, both Simplified and Standard (unless otherwise noted). While there is no need to memorize them, having these notes handy when running a combat is not a bad idea. There are ideas and notes here that will help guide both players and the GM to run combat smoothly.

Simplified Combat: Initial Placement Theory

In the Simplified Combat rules, the battlefield is split into three distinct areas, the Frontline and two separate Rearguard areas (one for allies, one for enemies). Some trouble may occur when trying to figure out who is on the Frontline, and who is relegated to the Rearguard.

The concept is, those characters who wish to act as the vanguard should take their spot in the Frontline, while support hangs back and stays in the Rearguard. Sometimes, though, even the vanguard might wish to hang back in the Rearguard, use an effect with "Range: Touch" on an ally, or even take a shot before engaging in melee, and that's fine. This is the reason the winning initiative doesn't need to place any characters in the Frontline.

However, players should be careful not to disregard the Frontline entirely, as if the enemy places characters there during setup (or all friendly characters retreat from the Frontline during the round), the enemy can break through the Frontline and can attack the Rearguard directly.

Simplified Combat: Breaking Through the Frontline

The general setup of the battlefield in Simplified Combat is for the Frontline to be where most of the combat actually takes place, while support from both sides comes from the Rearguard. However, if one side disappears from the Frontline (whether retreating, unconscious or slain), then the other side may press their advantage and move into the opposing Rearguard. Characters on the Frontline can take a Normal Move to advance, while characters in the opposite Rearguard need a Full Move.

As a result, combat will take place in the Rearguard area instead, with all the usual allowances and restrictions that brings (such as misfires from outside shooters, or melee attacks and "Range: Touch" spells being viable major actions.

No Retreat!

For the side that has lost their Frontline presence, once enemies have moved into their Rearguard area, their backs are against the wall. Essentially, the side who has been broken cannot leave their Rearguard area, even by the effects of magic, Combat Feats, or items. At the GM's discretion, they may allow a move to leave the battlefield entirely, but that typically involves long-distance fleeing with no chance of retaliation against the attackers.

Those pressing the attack, however, can move freely, as per normal Simplified Combat movement rules. If all characters pressing the attack leave the Rearguard, then the broken side may advance to the Frontline.

Multi-Section Monsters

Movement and Positioning

All of the sections of a multi-section monster will always be in the same area (for Simplified Combat) and at the same coordinates (for Standard Combat). All sections move at the same time, even if they may take individual actions afterward. Regardless of the different sections the monster must take their turn in its entirety; there's no possibility to have some sections move and take actions without having the rest of the monster do the same. There is no specific order a monster must move its sections in, however.

Presence

Multi-section monsters count each section individually when necessary. Specifically, when determining the size of a battlefield, if movement is obstructed, if the Evasion penalty is applied upon retreating, etc., consider "number of people" equivalent to "total sections".

Sections below 0 HP

If a section is knocked below 0 HP, it is treated the same as if it were an unconscious character.

Entering Combat

Under Standard Combat rules, if one section enters combat, every section also enters combat.

Damage Notes

Different Attributes

Some damage has different elemental attributes, such as "fire", "water/ice", or "poison". Spells like Fireball can deal the damage directly, or others like Fire Weapon will add it as an enchantment. These elements can cause damage to increase or decrease, depending upon the target's individual elemental weaknesses and resistances.

Guns

Guns shoot bullets made of compressed mana, enhanced by the various "Bullet" spells known by the Artificer, and deal magic damage upon hit. This damage can be avoided via an Evasion check, but if this check fails the damage cannot be halved via Willpower. In addition, because it is magic damage, Defense from armor and shields does not work.

Additionally, a gun's critical threshold does not increase by +1 when shooting at a character in Metal Armor.

Fall Damage

Characters falling from a high place will take fall damage, equal to 3x the fall distance (in meters). This damage is physical damage, and can be reduced by a successful Tumble check.

Monster Ambushes

Some monsters have unexpected abilities, and can spring an ambush. When ambushed by a monster, not only does the monster get the first turn, but any surprised players receive a -2 penalty to all Actions until their next turn.