Exploration Action: Combat

In the game of Entwined, players can attack enemies or be attacked by enemies at any time. The results are a combination of dice luck added to the skill levels of each of the combatants. Here's how combat works.

Order of Action (Combat)

At the beginning of combat, all players at the table roll 1d30 to decide what the order of action will be. In addition, the game master must roll a 1d30 for each of the enemies that are involved in the combat as well.

The game master then takes all those results, puts together a list of all enemies and characters and has each take his or her turn -- in order -- beginning with those characters who rolled highest and ending with those characters who rolled lowest.

If multiple characters roll the same number, they will all take their turn simultaneously during the round. This simultaneous turn can include allies, enemies, or a mix of the two.

The following is an example of such a list:

  1. Jake (rolled a 28)
  2. Saundra (22) and Charles (22)
  3. Malinda (15)
  4. Flaming Dragon of the Eighth Ring (9)
  5. Paris the Brave (4)

If there are non-combatants in the area, the game master may also add them to the list depending on the situation and their survival during the battle may alter the results of a mission. In the event an enemy, NPC, or character joins a battle after combat has already begun, the incoming participants will be inserted into the order of action by the game master wherever he or she deems appropriate.

Combat is divided into rounds. A round of combat concludes when the party is victorious or when all players who are conscious and uninhibited have taken their turn. If there are still enemies who have not retreated or been defeated, a new round of action begins.

Attacks with wands conducted at the same time produce an entwinement. This will cause an impressive buff to the intended result and may also yield unintended consequences.

Players can elect to have their character wait (for strategic reasons) until later in the round to take their turn. For example, if a healer is up next, a player can wait for his character to be healed before taking his turn. However, players CANNOT set up an entwinement event by waiting. Nor can they postpone their turn to a later round in an attempt to take two or more turns in a single round. Also, players who would normally produce an entwinement will not be able to do so if one of them waits.

Player Actions on Their Turn

At the start of a player's turn, he or she can do several actions based on the situation. The following is a list that outlines the order that will best aid the game master in managing the game -- though the game master may decide to change this list as necessary:

  1. character begins turn
  2. potion and HP regeneration/degeneration calculations
  3. magic AOE and sanity calculations
  4. lingering effects of past battles/curses calculations
  5. character movement
  6. armor buff/debuff activation
  7. one major action or two minor actions
  8. weapon/wand attack, buff, or debuff 1d30 calculations
  9. successful attack/backfire Xd6 damage calculations
  10. end of character's turn

If at any time a character is reduced to 0HP during his or her turn, that turn ends immediately even if that happens before major/minor actions during one of the calculation phases. The character is considered unconscious.

Major and Minor Actions

During combat, a player can decide to have his or her character take either a) one major action, or b) two minor actions. All actions are considered minor unless the action:

  • buffs or debuffs the damage of an ally or enemy
  • causes physical or magical damage to an ally or enemy
  • changes the position of two (2) or more allies/enemies simultaneously
  • is declared a major action by the game master (rare)
  • is part of an entwinement
  • reduces the health of an enemy (note exemption for ally)
  • regenerates the health of an ally (note exemption for enemy)
  • removes the action taker from combat (retreat for example)
  • results in ally or enemy unconsciousness

Once a character takes a minor action, they can't take an action that would be considered major -- even if they hold a magic item or artifact that grants bonus minor actions during combat.

When two characters entwine their wands by firing them simultaneously, both players are deemed to be using a major action even if their spell results in no damage. This is because of the major buff to the effectiveness of the resultant spell associated with an entwinement event.

If a player requests a minor action, but the attempt results in a major action through unintended consequences, that action may be deemed a major action by the game master ending the player's turn. The player may also be charged a minor action in the following round. If the player is incapacitated or unconscious in the next round, the penalty is waved.

Combat Actions

There may be a new player who is unsure of what his or her character is able to do during battle. The following is a short list of example actions a character can take while in combat. If your idea does not appear on the list, consult your game master.

  • Activate Armor Magic
  • Activate Weapon Magic
  • Alter the Environment
  • Call Upon a God or Demon
  • Cast a Spell (combat magic skill)
  • Climb to Higher or Lower Ground
  • Defend Against a Mental Attack (clarity skill)
  • Disarm an Enemy (disarm skill)
  • Dodge (dodge skill)
  • Dominate/Read Mind
  • Flank
  • Frighten an Enemy (unnerve skill)
  • Get the Attention of an Enemy (aggro skill)
  • Heal
  • Hide
  • Leave Combat
  • Physical Damage (melee, ranged, power, and magic skills)
  • Poison
  • Tackle an Enemy or Ally to the Ground (power skill)

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