Attacks – When attacking a target, one need only use the HUD to roll vs a target and pick a target. The HUD will make rolls for both parties and compare the results. The defender of any roll is the winner on a tie. Do not attack players with attacks that cannot realistically reach them or when they are behind obstacles that cannot be attacked through. A natural 100 is an automatic success for either side, even if their opponent’s roll was higher.
- AOE Attacks – If one chooses to, the player may initiate an area of effect attack. This can take the form of multiple melee swings at different targets, a wide attack that cleaves multiple enemies, a volley of multiple projectiles, or magic that targets multiple targets at once. The source does not change the effects. When performing an AoE, you may target up to 3 different targets (NPCs under the control of a player are considered different targets from the player), and perform attacks on each. After an AoE, a player cannot perform another AoE on the following turn, but may choose to make regular attacks or other actions. After the cooldown is over, a player may use another AoE. An AoE cannot be used on the first round of combat. Another action must be taken in combat before an AoE can be used.
Defending – Instead of attacking on your turn, you can choose instead to defend another target. Declare your intent to defend a target, and until your next turn you are then protecting them from hits. Anyone intending to attack them must instead roll against you. An AoE attack that targets both you and the target you are defending will only be able to hit that target if it can first successfully hit you. You may choose to end the benefit of your defense before your next turn (such as if you are already too injured), but it automatically ends if you are downed.
Healing – Instead of attacking, you may choose to heal any target including yourself. This can be done through mundane healing or through magic. To start with, you must succeed on a DC 50 check (choose ‘roll vs DC’ from the HUD). If the result was 50 or higher, you spend your turn preparing to heal a target. On your following turn you can then choose a target to heal (including yourself), and remove 1 wound. No roll is required in the following turn, but it does still take your action. You can choose to take a different action in the following turn (and the turn of healing will be lost) or choose to do nothing and hold onto the healing for another turn. No target can be healed of more than 1 wound during combat in a given day except by licensed healers. Even licensed healers can only heal the same target of 2 wounds per day, as is the maximum one can heal in a day.
- Note: Healing Potions – Healing potions are a valid way for someone to heal themselves during combat, but they follow the above rules and still take 2 rounds in order to first prepare and then to drink.
Summoning – Those with powerful magic may not always choose to fight for themselves. In these cases, they may summon an ally as an action in combat. The summoned magical ally can make attacks for them (but grant no additional attacks) starting on the following round and can take up to 3 points of damage for their master. The summoner still looses these hit points, but the damage is from being drained of magical energy, not from physical wounds. Healing cannot restore these lost hit points as they can with wounds. This drain of magical power is fully restored at the end of the day during rest unlike wounds that accumulate during combat normally. After the first 3 points of damage have been absorbed, the summon is destroyed, and any additional damage accumulates wounds as normal.
- Summoned Targets – Since a summoned target or spell cannot have any racial weaknesses nor physical form, special materials and poisons do not work against a summon.
- A note on Shielding – If you want to theme your ‘summoning’ as a different type of spell like a shielding spell, this is acceptable but the effects must be made clear to all of those in combat.
Using Items – There are some items which can be used during combat with effects that require activation first. Poisons are an example of this. Using one of these items take your turn. Some might have a DC one has to meet, but that will be part of the item.
- Poisons – Applying a poison to a weapon takes a single turn, must be done in combat, and it is used on the next successful hit against any target with that weapon. Only races which do not have a racial weakness are affected by mundane poisons. When hit by the poisoned weapon, make a second attack roll to see if the target resists the poison. If they do not, they take 1 extra point of damage. You can only use one poison per combat.
Fleeing – As the sim is a consent based sim, there is no hard and fast fleeing mechanic. Should the players involved wish to make a dice roll for it to keep it fair, this is up to them. However, if on your turn you wish to flee instead of fighting, simply take no other actions in your turn and post fleeing. Fleeing is considered to be a type of forfeiting. Automatic fleeing of this kind constitutes a loss, which means that there must be negative consequences for fleeing. One cannot flee while stealing something. To do so would mean leaving the item, kidnapped victim, etc, behind. Whatever objective there was in the fight, has been lost.
- If you are currently dealing with the consequences of your actions, such as attacking someone who retaliated, breaking a law and now evading capture, or holding ransom an item or person, then this is no longer a consent based issue. As your actions led you to this point, fleeing now requires winning a dice roll or other conditions set with your pursuer. One can always surrender without fighting further, but this leaves one at the mercy of the others in the fight.
- Note – ‘Consequences of your actions’ refers specifically to physical unlawful actions. Offending another character does not constitute facing consequences as say murdering someone and then re-entering the city you are wanted in does.