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 an additional d2 points. Likewise, when attacking at disadvantage, the total damage is decreased by d2, 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 discussing 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. The way the resolve is organized is through a series of durations called rounds. Within a round, everyone gets a turn to take an action, and the timing of that action is determined by an initiative roll. After all actions are taken, a new round begins and the fight continues, assuming neither side has been defeated.

A round is 12 seconds of game time. Yes, 12 seconds. In previous versions the round was 10 seconds; thus, this subtle change might seem to awkward and difficult to track time; however, the implausible opposite turns out to be true. Using this duration, five rounds add up to a minute. In the end, this makes converting rounds to minutes far easier and therefore keeping track of game time simple and easy to calculate. Further, the number d12 is more suitable for the various types of dice to accommodate the initiative math.

Returning to understanding the initiative roll, dice are used to determine the conformity of turn order within the round. Using those 12 seconds, the round is broken down into those twelve seconds. Each second will be accounted, even if no player or monster has an action for that value. Thus, the result of the initiative roll will assign a number from 1 to 12 to correspond with that precise second of the round. Turns are counted down backwards, starting from 12.

At the beginning of each new round, the GM will ask for initiative rolls. For the intent of most actions a d12 will be rolled. However, there are a few special cases where a different set of dice are used, but that will be covered shortly. To the score of the die, one's Agility modifier is added. It is possible a skill or trait might also factor into the adjustment of the initiative value. Whatever that final number is will be the second of the round the action occurs. The higher the number, the sooner in the round the action will occur.

Should the adjustments take the total score outside the range of 1 to 12, then either 1 or 12 is used based on which end of the range was exceed. In other words, if the adjusted score is 14, then that character's action will occur in 12. Conversely, the score goes negative after adjustments, then 1 is the initiative order.

Obviously, players, NPCs and monsters will end up sharing the same initiative order; thus, tie-breakers on a d20 are used. Of course the API in Roll20 will manage that automatically.

Mentioned above were exceptions to the standard action. Those will be listed in the upcoming action section; however, the point is intent is declared at the start of the round. Some actions cannot be changed, but most can. Actions can also be held until a better opportunity; however, when changing or holding an action, there is a risk of losing one's turn. Changing the intended action can be done at any time based the changing of circumstances, assuming the original was not unchangeable. Holding one's action only occurs when it becomes that player's turn. In either case, a d4 is used, then subtracted from the current second, to redefine the next initiative value. If the adjustment drops the result below 1, the character loses his or her action for that round.

Actions

Continuing with how combat works, actions are what happens when one’s turn is taken. Keep in mind that 12 seconds is a short 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 combatants quietly declared the initial intent (mostly enforced by the honor system).

ActionExplanationInit.
Dice
Change
Delay
Attack   
 — MeleeStriking with a melee weapon or by unarmed methodd12d4
 — RangeUsing archery or hurling a weapond12d4
 — Get The dropA special type of attackd12d4
 — SneakA special type of attackd12d4
DashThis sacrifices any other action to double one's movementn/an/a
GuardProtect self, object or another, forcing opponents to attack at disadvantagen/an/a
Help/UseGive assistance; pull someone up; grab item; apply salved12d4
HideMake oneself a less obvious target. Possible w/o skills but stealth and the like would help.d6+6d4
HoldWait for a later opportunity for original action; also might be forced due to movementn/ad4
Magic   
 — ArcaneStart casting a sorcery axiomd4+8d4
 — DivineBegin incantation prayerd4+8d4
 — OtherUsed for the trait of innate magic or other types of magicd4+8d4
Skill UseApply skill to combat, like engineering for make-shift weapon or psionics to make a psychic attackd12d4
SwayUsing a skills check to influence or intimidate to alter another’s demeanor2d4
Max:9
d4
WithdrawalStrategic and defensive movement away from targetsn/an/a

The list above is a collection of the most common; however, additional actions and more details will be given later.

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 initative, using total movement applied on one’s turn often creates unreachable targets -- or the opposite, no opportunity to run.

However, with a little magic from the digital age via the Roll20 API, and “real-time” movement can be incorporated to the new turn order of combat rounds. It should also relieve the player from having to count hexes, as the API will use the movement rate from the character sheet to calculate on which “second counter” movement will occur, the distance of the segment of movement, and then update the token position accordingly.

In this new interface, as combatants declare their initiative actions, they will also set way-points for movement. Using way-points will allow those on the battlefield to avoid direct movement from A to B but instead choose the rough of A to A1 to B1 to B, thereby attempting to avoid barriers or attacks of opportunity from enemies. Further, when setting the objective of movement, two options can be chosen: either a coordinate location or selecting a combatant on which to close. Thus, the math of the API can manage movement along a path or to automatically adjust based on the re-positioning of the chosen combatant.

The API will process all movement at the start of each “second counter” before any actions have been taken. This will define the locations of all combatants on the map for that turn order’s actions. The digital game mechanic of updating the screen is called a “motion task,” and there will be 12 of these tasks in each round.

After a “motion task,” a character with a melee action might not have yet reached the target; thus, a hold action could be used to delay until the target is within reach. Players, NPCs and monsters will also have the option to adjust their remaining movement (except after the “motion task” for second-counter-1). From the digital character sheet, the API can monitor each token’s remaining feet of movement for the round as well as the hex-change per second).

This creates some obvious caveats not having been dealt with previously from a player’s viewpoint. While not a complete set of circumstances, a few will be listed to better understand the implications of the movement system and the API’s “motion task” functionality.

ConditionExplanation
With ten or more tokens on the battlefield all moving simultaneously, which token will the API process first?
 
The order of sorting for the API is based on the highest effective movement speed, then descending from that point to rank all the tokens. However, there will will be ties, as many tokens will all have the same rate. Then next value for sorting order will be raw Agility score. If an tokens remain in a tie, the a random roll will be used to determine the tie-breaker.
In later rounds, two fighters are engaged in melee from the start of the combat round in adjacent hexes, and the first strikes his opponent in second-counter-7. The wounded fighter decides to change his action from attack to withdrawal. His original initiative value was 7. When is his turn?
 
After the delay roll (d4), the retreating combatant’s initiative value becomes 5. Thus, the action for withdrawal begins when the “motion task” is calculated in second-counter-5; however, because over half the round was spent in the same location, the retreating fighting only has 15 ft over movement remaining for the round.
Humans have a movement rate of 40 ft. Divided by the 12 second counters, the quotient is not a whole hex. How does the API calculate rounding for partial-hex in a single “motion task?”
 
The math used to determine hex movement on the battlemap is a floor(), which means the token updates to new hex only after a full 5 feet of movement has been accumulated. However, pauses in movement during the round can reset the accumulation. If having continuous movement through out the round, a human’s token will be updated on 11, 10, 8, 7, 5, 4, 2 and 1.
How will this real-time movement affect the rules for flee-attacks/attacks of opportunity?
 
Because it is impossible to know the total feet of movement for the round while in the middle of the round as creature moves through an adjacent hex, which is the trigger of an attack of opportunity; therefore, new rules to manage that reaction is required and will be detailed later.

Reactions

Once in each round a combatant is alloted a turn to take an action; 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 player’s turn or due to action of someone else. In terms of timing, unless stated differently in the description, immediately after the trigger condition happens. Should the reaction interrupt another creature's turn, then that creature can continue its turn right after the reaction is processed. 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 adjacent space, 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 from an adjacent hex chooses to retreat, an attack as a reaction is permitted.
• Impalement: Reaction used against a charging opponent if using a reach weapon.
• Standing up: When knocked prone and having enough movement remaining for the round, standing back up can be performed as a reaction. The timing of standing up may be penalized depending on the cause.