Combat

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Combat in The Godless Age is both rigid and flexible, depending on the situation. Usually, combat follows an order of operations. But sometimes, combat can be more malleable, depending upon the situation, as well as the GM and the campaign.

Combat

Weapons

  • Unarmed: Those untrained in the unarmed skill deal 1d4 damage to enemies.

Abilities

Players create a character with two available abilities; their Primary Class Ability and an additional ability of their choice. At level 3, characters unlock their third ability. Following that, every 5 levels they unlock an additional ability.

  • Upgrading Abilities: Characters may upgrade the abilities they've purchased to higher levels by paying their Guild Master with Experience they earn throughout the game.
  • Trading/Swapping Abilities: Characters may swap any of their abilities for any other abilities, assuming the abilities compensate for the experience they cost. In other words, an ability that costs 5000XP can be swapped with one that costs 4500XP, but not the other way around.

Critical Hit

Critical Hits (or Crits) are when your character performs remarkably well and you roll the highest number any dice allows. Rolling a 1d4 and getting a 4 results in a 100% bonus to the outcome; instead of a 4, you'd receive an 8. Other bonuses to the outcome are added as usual and not doubled (this includes bonuses from skills and magic).

Order of Operations

In combat, play goes like this:

Taking Turns
  1. Players are assigned a number out of how many players are currently playing.
    The number is first-come, first-serve.
    Players may trade their number outside of battle to strategize who goes first.
  2. Alternatively, Players can roll a Skill Check to decide who goes first.
    TIP: The skill they use to check depends on the situation. Usually, it will be Agility.
Us Versus Them
  1. Hostile foes take turns after the players have acted.
    NOTE: There are exceptions to this rule.
Player Versus Player

Malleability