Elysian Court
RPG Menu

Combat

Combat

Combat should prioritize narration over mechanics. Players have considerable freedom in their actions, limited only by their character's skills and situational context. They can attempt various environment stunts, with the GM dictating realistic consequences.

Health & Recovery

Characters lose HP (Hit Points) when taking damage. Maximum HP is equal to 10 + {Constitution * 2}. If Constitution is negative, subtract only 1 HP per negative Constitution rank instead.

Characters are 'Incapacitated' when their HP is reduced to 0 or lower. Incapacitated characters lose their 'Movement' and 'Action' each turn. If the character was incapacitated by a lethal attack, they bleed out 1 HP per round until stabilized. Stabilizing requires a DC 15 Knowledge test.

When a character's health is reduced below their Death Threshold, they die. Death Thresholds start at -5, but may be altered by special abilities.

Recovery Times

HP can be recovered up to one's Maximum HP limit through healing or recovery.

  • Characters heal 1 HP per day after a long rest when in a healthy condition (not 'Incapacitated').
  • Characters heal 1 HP per week when 'Incapacitated'.

Initiative & Turn Order

When combat starts, each participant rolls 1d20 + Combat (initiative roll) to determine the turn order. Turn order progresses from highest initiative to lowest, with tied initiatives going to the PCs or at the discretion of the GM. Ambushes may affect the first round's turn order at GM discretion.

Combat Actions

Combat participants receive a "Movement" and an "Action" each round. Trivial actions like giving an order or observing the scene can be performed for free, as long as it is plausible with minimal effort.

Movements:

  • Characters have a base movement speed of 10 meters, but this can be modified by special abilities.
  • Characters can spend their movement to move up to their base movement speed in distance.
  • Complex maneuvers may require Athletics tests at GM discretion, such as to leap over a large obstacle.
  • A trivial interaction, such as picking up an object or opening a door, can be included in movement.

Actions:

  • Actions can be used to perform high-effort acts, such as attacks, environment stunts, spellcasting, and more.
  • Actions can alternatively be used as an extra 'Movement' to move again.
  • Status effects (such as Stunned) may specifically prohibit high-effort actions, but allow low-effort ones.

Reactions:

  • On their turn, players can describe plausible reactions that they want to wait for before taking their turn.
  • Certain abilities use reactions or interruptions during combat, which should also be treated as valid use cases.

Attacks & Damage

  • The attacker rolls Combat, Ranged, or Arcana. If the attack score matches or beats the target's 'Defense', it deals damage.
  • Melee attacks deal 1d6 + Combat damage.
  • Ranged attacks deal 1d4 + Ranged damage.
  • Spellcasting damage depends on the spell being cast.
  • Grant Advantage or Disadvantage as appropriate (e.g. flanking, attacking from stealth, using spears vs. mount, etc).

Armor

  • Unarmored: 8 Defense
  • Light: 9 Defense
  • Medium: 10 Defense
  • Heavy: 11 Defense
  • Regalia: 12 Defense (counts as unarmored)
  • Titan: 14 Defense (counts as heavy armor)

Shields

  • Shields increase Defense by 1, but occupy one hand. They can be used in conjunction with armor.