GR-CR1Rcostan

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Main Combat Page
Simplified Combat Rules

Standard Combat Sequence[edit | edit source]

The following rules cover the Standard Combat Sequence. From this point on, the parts that are not specifically described as “Standard Combat Rules” (for example, rules regarding damage) are exactly the same as the Simplified Combat Rules.

The rules for Standard Combat are far different, and much more in-depth, than those for Simplified Combat. Specifically, movement and character placement are significantly more complex.

Position Management and Movement[edit | edit source]

In Simplified Combat, there were three distinct areas of the battlefield. Standard Combat has characters move and position themselves freely, with movement measured in meters.

Even with this free positioning, the battlefield is considered to be a line, with characters managing their position on this line, relative to others. In other words, despite being far more freeform in 3d space, combat can boil down to a single line if necessary, turning it into one-dimensional management.

Flexible Battlefields[edit | edit source]

In Simplified Combat, in order to cut down on the clutter, only one battlefield was allowed to be up and running, and movement beyond that wasn't helpful. However, in Standard Combat, actions such as retreating from the front only to attack a rear flank, or other such maneuvers, are entirely possible.

Standard Combat Procedure[edit | edit source]

Character Positioning[edit | edit source]

As mentioned above, in Standard Combat a virtual straight line is defined, and a character's position is managed in relation to this line, as a one-dimensional battlefield.

While a battlefield may be nearly any size, in practice the GM sets a point in the battlefield as the reference point, and characters' positions are tracked in relation to their distance from that point. This measurement is in made in meters, and is assumed to be to the nearest full meter.

When describing Standard Combat rules, the term "coordinates" may come up in reference to a character's position. Specifically, if characters are said to be at the "same coordinates", while they may not be in exactly the same spot on the battlefield they are close enough to interact with each other. They may also make melee attacks against each other, as well as affect the other with "Range: Touch" spells.

Multiple characters can simultaneously exist at the same coordinates, whether enemy or ally.

Coordinate Restrictions[edit | edit source]

The GM may limit the coordinates where the characters can move, the starting point of magic, etc., taking into account the situation on the battlefield. For example, if you encounter a monster waiting in the back of the room, there are no coordinates behind the position of the first monster.

1. Begin Combat[edit | edit source]

Once the PCs and enemies have met and it is certain combat will break out, the GM begins setting the stage for combat.

Faction determination, Monster Knowledge, and initiative are dealt with the same way as in Simplified Combat.

The GM also determines the terrain and size of the battlefield, as well as the distance the parties begin combat at. The GM determines the state of each participant and the terrain and obstacles on the field as described below.

If the combatants begin too close together, some PCs may be unable to use their abilities. On the other hand, if they begin too far away, some PCs won't be able to take meaningful actions. The GM should take the PCs' needs and the circumstances into account and try to begin combats at a distance between 5m and 30m.

While the GM places the characters, they should listen to how the players are arranged, such that those in the front of the party are much closer to the action (about 1 ~ 2m from the enemy), while those characters who are more apt to hang back in combat are farther away (about 3 ~ 5m away from the front). Once combat begins, PCs and NPCs may move around as normal.

Combat Opening Recommended Distances Guide[edit | edit source]
Situation Distance (m)
Enclosed space 5m
Relatively large space 10m
Crowded space, such as a forest 10m
Open space, such as flat plains 20m
Moving, such as on horseback +10~20m
Fighting a large monster +5~10m

2. Winning Initiative Acts ~ 5. Post-Combat Cleanup[edit | edit source]

Once combat is set up, play proceeds exactly the same way as in the Simplified Combat rules, including each player having to take the entirety of their turn before another player can do so.

Standard Combat: Movement[edit | edit source]

While there is no difference from Simplified Combat to Standard Combat with regard to the available Major and Minor Actions one can take, movement is the minor difference between the two methods of combat. A character must still choose their method of movement before taking any Major or Minor Actions, but the details of movement are more complex than in the Simplified Combat rules.

As in Simplified Combat, there are three separate methods of movement. In Standard Combat, those same methods vary drastically in relation to the ability of the character. Even still, the Major and Minor Action restrictions spelled out in the Simplified Combat rules, as well as the -4 Evasion penalty for Full Movement, are still in effect here.

For PCs, their Move Speed is equal to their Agility score. To be more specific, if a character were to take a Normal Move, they would be able to move up to their Agility score in meters. Spells and effects can change a character's Move Speed, modifying it both up and down, independently of the character's Agility. The difference in movement between characters taking the same Movement this causes is what separates Standard Combat from Simplified Combat.

Full Movement - (3 x Agility)m[edit | edit source]

Characters can move a distance of up to three times their Agility score in a Full Move. They are very restricted as to what Minor Actions they may take, and are not only unable to take Major Actions, but also suffer a -4 penalty to Evasion.

Normal Movement - (Agility)m[edit | edit source]

Characters can move a distance in meters equal to their Agility score (the whole score, not just the bonus!). A character cannot take their Normal Move and also cast a spell or make a ranged attack in the same round (regardless whether those are Major Actions or Minor Actions).

Limited Movement - 3m[edit | edit source]

If characters take a Limited Move, they may move up to 3m. However, if the character's Move Speed is lowered to below 3m (from a spell, for example), they may only move that speed instead. All Actions are open to a character.

Restricted Movement Situations In general, a character can't move from the area they're in if an enemy character is also in the same area. Additionally, movement may be restricted due to various magical effects. In such situations, the character automatically takes a Limited Move.

Melee[edit | edit source]

Characters that are attacking each other are "participating in combat" or "in a melee", while the particular area said combat is taking place in is "a battlefield". Under Simplified Combat rules, there was only one melee area on the battlefield, and management of that was fairly simple. However, Standard Combat allows for much more nuanced movement and positioning, so more intricate rules for dealing with that are necessary.

Melee Outbreaks[edit | edit source]

If characters hostile to each other are at the same coordinates, and at least one of them is attacking, casting a spell, or activating a unique skill, melee breaks out at that point. However, if there's already a melee occurring, then no new melee will break out.

A battlefield is centered where the first conflict occurs, and spreads out from there depending upon the number of participants. Important to note, when determining the number of participants in this way, that monsters with multiple sections (as shown in their bestiary entry) count as that many participants.

Characters on the outskirts of a battlefield are still considered to be participating in that melee. For example, if a character is 3m from the center of a battlefield, and the melee is only 3m in radius, then that character is still in melee.

Battlefield Range Table

Number of Participants Melee Size
2 ~ 5 3m radius
6 ~ 10 4m radius
11 ~ 15 5m radius
16 ~ 20 6m radius

Side note: there can only be no more than 20 characters in any one melee.

Melee and Characters[edit | edit source]

If there's already a melee broken out, and a character wishes to get involved with it, there's a number of rules, depending upon the specific situation.

New Participant in Melee[edit | edit source]

A character can join an already existing melee, by moving to the center of the melee area and declaring intent to join in on the melee. This can cause a battlefield to increase in size, as that is dependent upon the number of participants.

Characters in Melee[edit | edit source]

A character participating in a melee is said to be "in melee". This allows the character to make melee attacks, as well as cast spells with "Range: Touch". Their coordinates are considered to be the center of the battlefield.

Independent Characters[edit | edit source]

Sometimes a character is in the midst of a melee, but does not wish to join in. In this situation, the character, in the melee but not "in melee", is considered an independent character. Each independent character has their own coordinates, which can include the center of the battlefield.

Independent Characters Transition to Melee[edit | edit source]

Characters in melee don't worry about the difference in coordinates with regards to independent characters on the battlefield. However, if a hostile character in the melee attacks an independent character, the independent character is inadvertently added to the melee, and their coordinates are adjusted to be in the center of the battlefield.

Conscious characters will transition from being independent characters to being in melee in one of two manners:

  1. If the character takes their turn, and they're still in the battlefield, they will join the melee at the beginning of the next round.
  2. If the character is attacked by another participant of the melee, they will join the melee immediately.

If a character is unconscious (as if they've been reduced to 0 HP), they cannot join melee in either of these situations, and will remain an independent character.

Characters in Melee Becoming Independent[edit | edit source]

Characters who cannot act on their own, such as those who've fallen unconscious or been put to sleep, will be removed from melee and become independent characters. However, their coordinates are still considered to be in the center of the melee.

Leaving Melee[edit | edit source]

Normally, characters in melee can only take a Limited Move. However, if the character declares the intent to flee from battle before their turn, they may take any movement.

Expanding or Reducing the Battlefield Size[edit | edit source]

The size of the battlefield is dependent upon the number of participants, as mentioned above. Only characters actively participating in melee count towards this, independent characters do not (so long as they remain independent). If new characters join in the melee, then the size of the battlefield may expand, as per the above chart. However, as characters are defeated (whether fleeing, unconscious or dead), the size of the battlefield can shrink appropriately. In either case, the size of the battlefield will change only after a character's action, not during.

Example
There is a fierce battle raging, a terrible melee of five participants that includes Character A, while Characters B and C are 4m away from the origin. Since there are currently 5 characters in melee, the battlefield is only 3m in radius, so Characters B & C are outside of it.

Character C, on their turn, moves to the center of the melee and declares their intent to join in quite forcefully, making a melee attack on Character A. At this point, the battlefield has not yet expanded.

If Character A survives the attack, then the number of participants in the melee will increase to 6. In doing so, the battlefield will increase to 4m radius, and Character B will be an independent character. If Character C has a unique skill to perform more major actions, they would then be able to attack Character B.

However, if Character A falls to Character C's attack, the number of participants in combat remains at 5, and Character B remains safe.

Multiple Battlefields[edit | edit source]

In Standard Combat, multiple battlefields may form. If the center of one battlefield is within the area of another battlefield forming up, then the two will merge into one battlefield. The center of this new battlefield will be the midpoint between each of the other two battlefields, rounded up to the nearest m.

Characters in either melee will still be in melee, though their coordinates will have moved to the new midpoint. The size of the battlefield will be recalculated, based on all of these participants.

Disappearing Battlefields[edit | edit source]

A battlefield forming is predicated on two separate factions in conflict with one another. If, through any means, one of these factions becomes unable to continue the combat, the battlefield disappears.

Blocking Movement[edit | edit source]

When a character moves, if there is a hostile character or battlefield in the path, then movement may be blocked.

Obstructions Outside Combat[edit | edit source]

When outside of combat, characters can block movement, but are limited in doing so. Essentially, a character can block another if the interfering character's Limited Move would cross the moving character's path. In this case, both the moving character and the interfering character will move to the same coordinates; the interfering character moving first, then the moving character to meet them.

This does not change the movement chosen; a character blocked 2m into their Full Move would still be prohibited from most actions and still receive the penalty to Evasion.

Outside of Skirmish[edit | edit source]

Characters outside of skirmish looking to block a character's movement cannot specify coordinates in a skirmish as a blocking point.

Multi-Section Monsters[edit | edit source]

A character can block the movement of a monster with up to twice as many sections, but not more. However, multiple characters can succeed where a single one could not. If there's enough characters to bring the characters to sections ratio to 1:2 or better (i.e. if there's at least half as many characters as sections or more), and all of the impeding characters can reach the coordinates they wish to stop the multi-section monster at using only a Limited Move, then the monster's movement can be blocked.

Blocking in Skirmish[edit | edit source]

Characters in skirmish can block movement by hostile characters trying to move through a skirmish. In this case, the moving character is moved to the center of the skirmish and is considered in melee.

Obstruction Possibilities via Faction Comparison[edit | edit source]

If a character tries to move through a battlefield, determine which side of the conflict they are on. If that side (including the moving character) is more than double the opposing side, then the moving character's movement cannot be blocked.

For example, in melee there's 3 characters from Faction A, and 2 from Faction B. Two more characters from Faction A wish to move through a section of the battlefield, and Faction B wants to stop them. However, in this case that would mean that Faction A would have 5 characters to Faction B's 2, and so Faction B cannot block those characters' movement.

Independent Characters[edit | edit source]

An independent character can work with characters in combat in order to block movement. In doing so, they become active in melee and their coordinates move to the center of the battlefield.

However, independent characters about to pass through a battlefield aren't counted on either side in determining the possibility of blocking movement.

Restrictions[edit | edit source]

There are some situations where collaborating to block movement isn't possible.

Characters outside of combat and those in combat cannot jointly block movement.

Characters that change their coordinates via magic, or effects with "Area: Breakthrough" cannot have their movement blocked.

If a character declares they're retreating from combat, their movement cannot be blocked by anyone within the battlefield.

Other Notes[edit | edit source]

If a character has their movement blocked successfully, and there are effects that key off of the distance traveled, this shortened distance is the one used for those effects.

As mentioned above, this does not change the method of movement chosen. Just because a character moved only 2m does not mean they have taken a Limited Move.

Standard Combat: Misfires, Shielding, and Wide-Area Effects[edit | edit source]

Misfires[edit | edit source]

When aiming at a character in a battlefield from outside the battlefield with a ranged attack or a spell or effect with "Area: Shot", if there is another character at the same coordinates, there will be the possibility of misfiring. The target must be chosen randomly from among all characters at the same coordinates.

Characters in Combat[edit | edit source]

As mentioned above, characters in melee with each other share the same coordinates at the center of the battlefield. Thus, if a shot is taken at one of the characters, all of the characters in that battlefield are potential targets.

Independent Characters[edit | edit source]

Independent characters in a battlefield still have unique coordinates. However, if there are multiple independent characters at the same coordinates, they too are subject to misfires.

Even if a character is independent, if their coordinates are at the center of a battlefield (i.e. immediately after falling unconscious), then they are able to be hit by misfires.

Same-Area Shooting[edit | edit source]

Misfires do not occur when one character in a battlefield is attacking a character in the same battlefield.

Shielding[edit | edit source]

In order to use a ranged attack, spell, or effect, line of sight to the target cannot be blocked. Battlefields and hostile characters will shield any targets behind them.

Shielded by a Battlefield[edit | edit source]

For characters outside of a battlefield, the battlefield will shield any characters beyond. In order to shoot through a battlefield, the Combat Feat 《Hawk Eye》 is needed. However, shooting directly at the battlefield does not require any Combat Feats.

If a character is shooting from inside of a battlefield, other characters in that battlefield are not shielded.

Shielded by Other Characters[edit | edit source]

Hostile characters will also shield others behind them, and just as with battlefields the Combat Feat 《Hawk Eye》 is required to shoot beyond them. However, hostile character cannot block shots if they share coordinates with either the shooter or the target.

Friendly characters do not shield others from shots under any circumstances.

Wide-Area Effects[edit | edit source]

Characters in Combat[edit | edit source]

If a wide-area effect is used, and the area of effect covers the midpoint of a battlefield, all characters on the battlefield are considered to be affected. Independent characters retain unique coordinates even on the battlefield, so they're only affected if the area of effect covers their coordinates.

Area: Line Effects[edit | edit source]

Line effects have one direct target, who is always affected by the line effect. Other characters have a 1/2 chance to be affected if their coordinates are between the character and the target. The character using the effect can choose to exclude themselves from the effect.