Combat (System) in Lafira | World Anvil
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Combat (System)

Breakdown

  • Fight - A combat situation can be called a fight. A fight is divided into several rounds.
  • Round - The time span in which each character had their turn is called a round. A round is divided into several turns.
  • Turn - Each character has 1 turn per round. The order of the turns is arranged by the Initiative. In a turn, one can do one or more actions.
  • Action - Intentions and Declaratives of a character are actions. A character can do their actions whenever they want. However, Offensive Actions, such as an Attack Move, can only be done once per own turn. Each Action is divided into several phases.
  • Phase - Multiple phases perform one action. When the last phase of an action is resolved, the action is completed.

Procedure

At the beginning of a fight, there's a initiative round. Each participant of the fight rolls for their initiative to determine the turn order. Initiatve is rolled with 1d10 + Agility + 5.

After the intiative round, the real fight is about to happen. The participant with the highest initiative takes their turn first and descents from there. Once each participant took their turn, a new round starts with the highest initiative.

If the Health Points of a participants drop to 0, the participant is no longer able to compete in the fight and their turns are skipped. If one team does not have any participants that are able to fight left, the fight ends.

In fight turns, participants may call out for different actions. To regulate the actions used, actions require Action Points (AP) and sometimes Elemental Crystals.

Attack Move

Once in a participants own turn, the participant may declare one Attack Move. For that, the participant rolls for an attack:

Melee Attack Ranged Attack Magical Attack
Melee Battle Stat + 1d20 Ranged Battle Stat + 1d20 Magic Battle Stat + 1d20

Each participant attacked has to roll for a defend. Here, each defender may choose to either try to dodge the attack, or to tank the attack.

Tank the Attack Dodge the Attack
Defensive Battle Stat + 1d20 Dodge Battle Stat + 1d20

If a participant tanks the attack, the attack has 100% hit chance against them. If the rolled value of the defend is higher than the rolled attack value, the defender blocks 1 damage for each 2 points higher than the rolled attack value.

If a participant tries to dodge the attack, the attack hit chance is unknown. The defender successfully dodges the attack if the rolled defend value is at least 1 point higher than the rolled attack value, else the attack hits the defender with full damage.

Critical Strike & Counter Strike

An attacker can score a Critical Strike against a defender if the rolled attack value is at least 20 points higher than the rolled defend value. If a Critical Strike occurs, each damage die may be rolled again.

An defender can score a Counter Strike against a attacker if the rolled defend value is at least 20 points higher than the rolled attack value. If a Counter Strike occurs, the attack is blocked and the defender may perform an Attack Move against the original attacker.

Related Articles

Rulesets / Systems
Action Points
Character Creation
Combat
Health Regeneration
Level Up
Lock Picking
Magic
Materials
Movement
Range
Status Effects
Travel
Travel Cards
Vision
Weather

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