Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Basic Mechanics 
 Combat

Combat

Attack Rolls

When rolling attack dice, it is similar to making a skills check, but this is based on one's skills of combat. The results of hitting varies by method and weapon, but conceptually, it is really no different. Combat attacks use multiple sets of d20s based on the characters skills. In this case, the opponent’s Defense score is the TM. Some dice may meet the TM and others might not. As such this determines the variance of damage delivered.

One important difference with attacks versus the skill check above is that combat uses statistical outliers of raw numbers to prevent always and never hitting. Thus, the natural 20 and natural 1 raw score values have significance. Regardless of the math, if a natural 20 is rolled on the die, this die counts as a hit. Conversely, any time score of natural 1 is rolled, then that die will miss the target. However, traits like chance allows a single natural 1 in the dice pool of an attack to be re-rolled. Also, these special raw numbers merely indicate whether the die hits or misses in an attack; it does not guarantee a crit or a fumble.

While this will be discussed more later, when attacking with advantage, not only is an extra die added to the die pool, but further damage is increased by +2 points. Likewise, when attacking at disadvantage, the total damage is decreased by -2, which means the inflicted amount could result as zero or lower. Of course, negative damage cannot happen, but some attacks will be neutralized by disadvantage even if successfully striking the opponent.

Initiative

With the discussion about initiative rolls, it opens up more details about combat. Typically, this is a clash between two sides who swing melee weapons, shoot arrows, hurl projectiles, inflicts pain, and create magic effects. As processing all these events simultaneously is extremely difficult in any gaming mechanism, Enchanted Realms uses the popular concept of an order of turns as its way the resolve combat. However, what is not as common is the method, which we have come to call the Cool-Down Rondel Hybrid.

With this method, the concept is everyone starts with a random but modified value based on a d12 modified by the Perception modifier. The timer starts at 1 and advances by 1 through out the combat. The combat does not have artificial time groupings like rounds, ticks or moments. Instead, the timer for a single combat never resets and always continues to progress upward until one side retreats, destroys the other, or a negotiation is reached.

Please note that movement is incorporated in this system; however, the details of it will be explained in the Movement section below. However, this is mentioned here because one can only take an action if the desired result is within range. This should be obvious for combat — if the fighter is 20 feet away from the target, then swinging the sword does no good. Thus, the fighter must hold his action until enough movement is spent to close the gap. This could also be true for casting magic. If the axiom or incantation desired to use has a 30-foot range, but the target is 50 feet way, then the action is held while the movement mechanics catch up with the intent.

With that aside out of the way, let’s continue to discuss how the rondel part of the system works. If unfamiliar with the term, rondel merely means small circle. The term is commonly used in board games where a token moves around the board in a circle (rondel) repetitively. The idea of a rondel is that other actions usually must be used before repeating the “big action.” The concept is similar here with the opportunity for movement being the provision steps before using the main action again. Then the cycle just repeats.

When the tracker reaches a number that matches an initiative belonging to a character/monster, then that entity gets to take an action. From time to time, players, NPCs and monsters will end up sharing the same initiative order; thus, tie-breakers on a d20 are used with the lowest value going first. Of course the API in Roll20 will manage this mechanism automatically.

When taking that action, the combatant will calculate its cool-down period, typically around the value of 10, but it can vary based on several factors, such as weapon speed, casting time, skills, stats, and die rolls. However, again, the API will manage most of this. Nonetheless, depending on the character, choice of actions and luck, certain characters might have one or two more actions than others during a combat; however, normally it will be close to even.

Below are a list of actions with the cool-down values:

Action TypeCool-DownMinimum
Combat (melee, range, battle-magic)d4+8++ (weapon speed)8
Full Guard12 (no modifiers)n/a
Hidingd4+88
Magic-Use (axioms, incantation, devices, scrolls) after casting timed4+66
Use Skill/Object (engineering, pull lever)d4+88
 Change Actiond4n/a
 Hold Actiond4n/a
 used when changing intended action, such as combat to rendering aid
 used when the intended action is out of range

To reiterate, after the action and cool-down period are calculated, then the combatant moves down to the appropriate position in the initiative tracker for its next action. Thus, if the action was taken on 6 and the cool-down value is 9, then the combatant’s next action would be in 15. The API will handle the math and move the character’s next rondel position.

Actions

Continuing with how combat works, actions are what happens when one’s turn is taken. Keep in mind that an action happens in roughly one second of time for the character, even though it will be much slower for the players. Due to the fleetness and hustle of battle, some actions require a little prep while others can occur fluidly. As stated before, changing course can be costly. For all these reasons, this is why there is a d4 cost for changing intent or holding an action (mostly enforced by the honor system).

All that said, let’s break down what these actions listed in the above section mean and how to distinguish some of them. We hope the concept of a combat action is mostly obvious. This is swinging a weapon at the enemy. This is shooting an arrow at someone. This also includes all those grappling, pushing and tripping techniques. However, the phrase “battle-magic” might be open for interpretation. Essentially, the difference when casting a magical effect is whether that effect is also a direct attack on an enemy, which can only be interpreted as an attack (without wild lists of exceptional circumstances, at least).

Thus, if casting something that uses a touch-attack, that would be a combat action unless the magic description states otherwise. If the magic enhances the weapon in the same action (perhaps by using a reaction in conjunction) to deliver damage or debuff the enemy, then it would be a combat action, despite casting time or other delays. Magical effects that nerf the enemy but offer a save, such as confusion, would NOT be combat. There are reasonable uses for such a magical spell other than combat, even if it commonly used during a battle. Long-story short, these are the general distinctions for the usage.

Here are a few other combat actions that might need further explanation; most will have expanded details in the Advanced Mechanics part of the book. One is called “getting the drop,” which is a special attack to force a compromising situation to extort others to stop combat or change their actions. It will often involve a weak target. The other action that is not uncommon is the sneak attack, which is enhanced by a backstab skill. It is exactly as it sounds, an attack against a victim who is unaware the attack is coming. The rules of how the extra dice are added will be detailed later; however, this is also a combat action.

The option to “dash” as an action happens often, typically at the start of a combat to close the distance. This will be detailed a little more in the Movement section below; however, the overview is that one doubles his or her movement rate in lieu of taking a different action. This is similar but not quite the same as the “withdrawal action,” which permits a character to use defensive combat techniques to careful move away from an engaged combatant. This means that the enemy will not be allowed a flee-attack (explained later). However, as the movement system works, it is possible that the enemy could give chase and render the withdrawal ineffective.

Going defensive or often called “full guard” is a passive action, but an action nonetheless. What it does is for the next 12 initiative counts is make the character at disadvantage to hit for all physical combat, which will include any combat magic that targets the Defense score.

Why would one “hide” as an action? Possibly the character is over his head and needs to get away. However, there might be a more strategic reason, which would be to get out of the awareness of a specific target to re-enter the fray with a sneak attack. That said; one cannot use a hide action if being directly engaged in melee.

Magic use is partly described above. This is essentially anything that is not battle-magic but still involves using an axiom, incantation, scroll or even a magical item.

Skills seem straight forward, but it might be ambiguous to some. Some examples would be using engineering for make-shift weapon, psionics to make a mental attack, or even rendering medical aid to a victim. One might attempt to sway, intimidate or parlay amidst a brawl. These types of communication actions are considered skill actions, even if they are blind attempts without the proficiency.

Movement

In any turn-based combat system, movement is always a challenge and often becomes unbalanced with a lot of the other parts of play. Due to the timing of initiative, using total movement applied on one’s turn often creates unreachable targets -- or the opposite, no opportunity to run.

Movement TierExample
  Black TowerOoze, Tortoise
  Gray SnailBasilisk, Zombie
  Brown BootDwarf, Skeleton
  Red FoxHuman, Howl
  Orange FlameElf, Gryf
  Yellow BirdLizard Steed
  Green HorseshoeHorse
  Blue GryphonGryphon
  Purple LightningPegasus

However, to resolve this in Enchanted Realms, we integrate the movement into the Cool-Down Rondel Hybrid for tracking initiative order. To be clear how this works, throw away the idea of movement speed as a number. Instead there are 9 movement tiers, which are represented by a color and a symbol as a mnemonic to help players remember them. The 9 tiers are listed to the right:

Every character, NPC, monster and so on will have an assigned movement tier. Thus, instead of having a movement measure in the feet or hexes, the tier is value used. The example column in the table is the default tier for the creature listed. This should give an idea of the speed of each tier. Now, encumbrance can still effect movement, but rather than lowering the number, it will drop the ladened being to a lower tier.

As suggested earlier, movement is where the rondel falls into the typical concept. Unless restrained or paralyzed, a character will always have the opportunity to move at least once before having an initiative action again. Depending on the movement tier in which the character belongs, there might be several short movements before the action comes around again. This will keep players engage while waiting for their turn to come around again.

In this interface, every counter value will have a movement pattern having from two to six colored symbols for that number. If the All characters and monsters who have a matching colored symbol for that moment have the opportunity to move two hexes. However, if moving into a hex that is designated as difficult terrain, then only one hex is permitted. Further, if one hex is moved to normal terrain but the following hex is difficult terrain, then that second hex is not permitted.

How will this movement system affect the rules for flee-attacks/attacks of opportunity? Well obviously certain rules from the previous version will have to be revised, such as the 15-foot buffer rule would be cumbersome to manage. There is some give and take to this; however, the answers are there and are balanced; however, the full explanation will be given in the Advanced Mechanics section.

Reactions

A combatant is permitted an action approximately every 10 counts of the tracker; however, there is another opportunity for that entity to have further impact on the combat. This is through a game mechanic called a reaction. A reaction is an instant response to a trigger of some sort. This trigger can occur on the player’s turn or due to action of someone or something else. In terms of timing, unless stated differently in the description, the reaction happens immediately after the trigger condition occurs. Should the reaction interrupt another creature's turn, then that creature can continue its turn right after the reaction is processed.

However, once using a reaction, there is a cool-down period before another reaction can be used. That value is a static count of 8 with no modifiers. It will not be noted in the Roll20 tracker. Instead, the flex marker will be displayed on the character’s token, which will disappear 8 counts later.

Some reactions are basic ones which anyone can perform, while others require a skill (or possibly a magic spell) to be able to use. Reactions are not required to use, but they are limited to one use per creature per combat round. Just like actions, the reaction counter is reset at the start of the following round.

Examples:

• Attack of opportunity: When an enemy moves through and beyond an adjacent space, while the combatant is not moving, then an attack as a reaction is permitted.
• Dismount Unexpectedly: When a walking mount is incapacitated, the rider may use a reaction to land on his feet.
• Evade drive maneuver: A reaction can be used to avoid the effects of drive.
• Flee-attack: A melee combatant in an adjacent hex chooses to retreat from a stationary enemy, an attack as a reaction is permitted.
• Impalement: Reaction used against a charging opponent if using a reach weapon.
• Standing up: When knocked prone standing back up can be performed as a reaction to occur at the end of the the following initiative count. Otherwise, one’s stance is recovered at the next movement opportunity with no hex advancement. The timing of standing up may be penalized depending on the cause.