3d6 Combat and Actions

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Combat and Actions

Running Combat – Initiative and Representation (mapping)

- Narrative and ‘Tactical’ styles


- Styles can be combined if preferred.
- Initiative: Narrative = done by side. Tactical = done by character
- Representation: Narrative = looser, as presented. Tactical = mapped, 2x2 squares, finite distances.

Combat Basics – Attacking, Defending and Actions

Actions
- 3 AP per turn
- 1 reaction
- Full Turn Actions

Combat

Make attack
calculate damage (if any)
allocate damage (see surviving combat)
apply results (apply allocated damage; note wounds, stress, ware, injuries etc.)
end (go to next turn in round)

- two-weapon fighting
- mounted combat

Defences
- resistance (Brawn mod. + armour)
- evasion (Agility mod. + armour)
- tenacity (Brains mod. + Will mod.) (determination, perseverance, stubbornness)
- wiles (Wits mod. + Charm mod.)

Standard Actions List

Actions
- Attack (1AP)
- Burst / Flurry (2 AP)
- Combat Maneuver (2AP)
- Disengage (2 AP)
- Evoke (2 AP) (cast spell)
- Help (2 AP)
- Hide (1 or 2 AP)
- Hold Action (1 AP + action held): over-watch is common example
- Interact (simple) (1 AP): with equipment, item or the environment.
----- Interact (complex) (2 AP): with equipment, item or the environment.
- Misc. (1+ AP) (inc. second wind, other talents, longer speeches etc.)
- Move (1+ AP)
- Recovery (1 AP)

Free Actions
- Shout (a speech will be a Misc. action)
- Drop Prone (this is not hiding)

Reactions
- dodge
- brace
- change held
- Opportunity Attack

Taking Hits – Health Points, Stress and Ware

Health, Wounds and Injuries

Wounds
- wounded: Under half Hp, -1d6
- seriously wounded: Under quarter Hp, discard highest dice
- these penalties are not cumulative

Injuries
- injuries and major injuries
- injuries are cured by a long/full rest, major injuries aren’t
- can instantly die on major injuries table. (but rare/unlucky)

Stress and Fatigue

Stress
- Stress is mental health points pool
- Represents the toll of the tense action and near death experiences of the character.
- If stress (mental health) is not managed well, the character will develop a mental heath disorder.

Mental Heath Disorders


- Serious Low Mood (depression)
- Anxiety
- Paranoia
- Nyctophobia (fear of the dark)
- Claustrophobia
- Agoraphobia
- PTSD
- Panic
- Creature-phobias
- Addiction
- Limit Break

Limit Break
- it’s not a sexy tragic flaw
- impactful, disadvantageous and potentially destructive to the character (at least in the long term)
- represents a character ‘not taking this any more’ and doing something about it.
- ‘it’s too much’ and ‘screw this’
- short term gain but long term damaging/destructive

- Mental health: these are very serious issues and should never be trivialised or played for laughs
etc., talk to each other and try to be open, remember the X card.
- Playing without Mental Health Disorders (see rules and tools in GM’s bit)

Surviving Combat

(equipment ware and damage)


(fatigue and stress)
(focus: second wind)
(injuries)

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