Rules of Combat
While going about your adventures, you may find yourself in a situation where your life is in danger. In situations like this, a combat encounter begins.
After the tokens for all of your characters and your opponents’ characters are placed on the map, everyone involved in the combat will make a Quick React check. This will determine their turn order. The individual with the highest roll goes first, and the lowest roller goes last.
On an individual’s turn, you can do two things:
- You can move up to your movement speed
- And you can take an action.
An action can be any number of things, from the use of a single skill to standing up, picking up an item, getting an item out of your backpack, switching out your equipped weapons, or even closing a door. Single skill actions may include: a melee or ranged attack, using a magic weapon, throwing something, jumping over something, etc.
Instead of taking your action and movement, you can instead choose to take the Sprint Action (which allows you to instead move your sprint speed).
The Combat Lock
The core aspect of combat is the combat lock. When you make a melee attack on an opponent that is not already locked in combat, you and that opponent become locked in combat to each other. Mark creatures as locked in combat by facing them to each other if possible.
When you are locked in combat with someone, you are considered to be actively fighting each other. Every turn you MUST make a melee attack against the creature you are locked in combat with, or they will get to make a bonus counter attack on you (a normal standard melee attack, but on your turn). You also cannot move away from the opponent without being subjected to a counter attack.
The only way to get out of a combat lock is to defeat your opponent, knock them prone / push them away, or take the Back Out brawl action.
When you are locked in combat with an opponent and are wielding a melee weapon, you get to use your parry skill to defend against their attacks. Otherwise, you would only get a standard 1d20 to block them.
Each individual can only be locked in combat with one other opponent, so if a second monster attacks you while you are already locked with the first, you don’t get to parry against it.
Critical Opportunities and Vulnerabilities
If you roll a natural 20 on your melee attack, you get to take an additional attack during your turn. This is called a Critical Opportunity. If your opponent rolls a natural 20 to defend, they get to take an additional attack on you during your turn. This is called a Critical Vulnerability.
Everything we have established thus far is true for creatures size 1×1 (or those that take up a single space). However, not all creatures are sized like this. Some creatures are 1×2, others are 2×2, some are even 3×3 or bigger.
For each additional square a creature takes up, it gets an additional turn in the combat round (with a separate quick react roll) AND it can be locked in combat with an additional opponent. Large creatures may only move on their first action in the round.
This means that a 2×2 monster could attack 4 individuals per round and can be locked in combat with 4 different opponents.
Large creatures can also choose to overwhelm an opponent by using a second combat lock on a single opponent. An overwhelmed opponent is still functionally locked in combat with the larger creature, but it doesn’t get to parry anyway. This makes for a very bad situation where the smaller creature not only can’t get away, but still can’t defend itself.
A 4×4 monster can overwhelm two 1×1 individuals at once, or it can be locked normally with four individuals. That’s up to the monster to decide how it wants to distribute its attention.
It only takes one additional lock to overwhelm an individual, so it is possible for a 3×1 monster to overwhelm a 2×1 monster by using all three locks on it.
There is no limit to the size that monsters can attain. A 10×3 legendary beast can lock with 30 humans or overwhelm 15 of them. It also gets 30 turns. Always pay attention to the size of what you’re fighting and pick your battles accordingly. There is never any shame in fleeing.