Combat

Combat Rounds and Turns

During combat, time is measured in rounds. A round is roughly six seconds long: enough time for combatants to draw weapons and exchange attacks, move up to the maximum allowable distance based on their Speed Rating, or cast a spell. During a combat round, each character is given a chance to take action.

A single character’s action within a round is called a turn, as in “it’s Gor’s turn to attack.” Once all characters involved in the combat have taken their turn, the round is over.

Damage Rating & Protection Rating

Unlike many other fantasy roleplaying games, in Talislanta a single roll of a twenty-sided die determines the outcome of an attack. It is not necessary to make a separate die roll to determine how much damage an attack does. Instead, weapons and other forms of attack do a set amount of damage based on their Damage Rating (DR for short), and the Action Table die roll.

Protection Rating (PR) describes the protective value of armor. In the Talislanta game, armor is rated according to the number of Hit Points it absorbs per attack.

Combat Basics

Combat in Talislanta is very deadly and very quick. One or two lucky sword thrusts might end your life.

In Combat a character may perform any of the following actions:

Combat Rolls

  1. Rolling for Initiative At the beginning of any Combat situation, each combatant makes an Attribute roll using their respective Speed Ratings. This is called rolling for Initiative. The character with the highest Initiative total is allowed to act first, and may choose a Tactic based on the slower opponent’s Intent (see #2). The combatant with the next highest total goes next, and so on until all the combatants have taken their turns.

If you prefer a high degree of detail in your game, combatants can roll for Initiative each round. If you prefer a simpler approach, have the combatants roll for Initiative only for the first round of Combat, to establish who goes first, second, and so on. Then have all opponents proceed in turn for the remainder of the fight.

  1. Stating Intent Before rolling for Combat the character must state his character’s Intent. This is done by choosing a Weapon or Combat Skill, and a Combat Tactic. There are four categories of Combat Tactics in the Talislanta game: Attack, Defend, Movement, and Stunt. Each has a number of variations, as described later in this section. For example, a character’s Intent might be to throw a spear, parry with a shield, retreat, or try to trip or distract an opponent.

The winner of the Initiative roll can choose to declare Intent first or wait until other combatants have done so, in order to anticipate their opponents’ moves and act accordingly. Either way, the individual who has the Initiative rolls first.

  1. Determining Bonuses and Penalties After the player indicates the weapon and tactic being used and describes the character’s Intent, the Gamemaster determines if any bonus or penalty will be applied before the player rolls on the Action Table.

Apply a bonus based on the Combat Skill Rating chosen by the character. To save time during the game it’s a good idea to have players figure their characters’ modified Combat Skill Ratings in advance and record these numbers on their Character Sheet.

Apply a modifier based on the Degree of Difficulty. If the Combat tactic is being opposed by another individual or creature, the Degree of Difficulty is always based on the defender’s abilities. Decide which ability is most appropriate, based on the following considerations:

For example, if Dayn The Forgotten is trying to hit an unwary opponent with an arrow, the Degree of Difficulty would be based on such factors as the targets’ range and degree of cover, not the opponent’s combat abilities.

Compare applicable bonuses and penalties, and use the total as the modifier that will be applied to the player’s Action Table Combat roll.

  1. The Combat Action Roll To determine whether the Combat action is successful or not the player rolls a d20 on the Action Table, applying the GM’s modifier to the die result.

  2. Judging the Results After the player rolls, the GM will interpret the Action Table result, taking into account the specific circumstances surrounding the action, and other factors. Combat actions intended to cause damage will produce one of the following results:

Overview: Procedure for Combat

Anytime a character engages in Combat, use the following procedure:

  1. Combatants roll for Initiative (each makes an Attribute roll using Speed Rating; the opponent with the highest roll goes first).
  2. Player states Intent (what kind of tactic is the character attempting, and what is its specific intent?).
  3. GM determines bonuses or penalties (based on the character’s and opponents Combat Skill Ratings, and other factors).
  4. Player rolls to attempt the action.
  5. GM judges result.

Damage Rating

A weapon’s Damage Rating (DR for short) is equivalent to the maximum number of Hit Points it is capable of doing in the hands of an individual or creature of “average” (0-rated) Strength. For example, a longsword with a DR of 8 will do a maximum of eight HP damage. When using hand-held weapons, combatants add their Strength Rating (STR) to the Damage Rating total. For example, a warrior with a STR of +2 will do a maximum of 10 HP damage with that same longsword (DR 8 plus STR +2 = 10).

Remember that damage totals for device-propelled missile weapons such as arrows are not modified by the user’s STR, although hand-thrown weapons such as javelins are. The Action Table result indicates how much of the total DR a weapon does on a given attack, as follows:

A complete list of Damage Ratings for weapons can be found in the Equipment chapter.

Enchanted Weapons

A weapon can be enchanted to increase its Damage Rating or to give it a single, spell-power (such as a flaming sword); not both. For example, a longsword with an enchantment of +1 has a DR of 9 — one point better than a non-magical longsword.

Protection Rating

In the Talislanta game, armor is rated according to its ability to absorb and reduce damage, which is referred to as its Protection Rating (or PR for short). The PR of any type of armor is equivalent to the amount of damage it will absorb, in Hit Points. For example, armor with a Protection Rating of +3 will reduce the damage of any attack by three HP.

Heavier types of armor usually have a higher PR, but will cause the wearer to suffer a penalty for Encumbrance unless he or she is strong enough to carry the additional weight (see Encumbrance on page 59). Detailed information on the Protection Rating of various types of armor can be found in the chapter on Equipment.

Enchanted Armor

Armor can be enchanted to increase its Protection Rating or to render it impervious to a single, specified form of attack (such as fire, cold, etc.); not both. For example, chain mail with an enchantment of +1 has a PR of 6 — one point better than non-magical chain mail.

Shields

Hand-held shields provide additional protection by making the bearer harder to hit. When used, a shield reduces an attacker’s Combat die roll by -2. The disadvantage is that while using a shield the defender suffers a penalty of -2 on all Dexterity-related die rolls. Other devices similar to shields (bucklers, parrying bracers, etc.) do not provide this defensive advantage but these devices do provide other bonuses toward Parrying (see Parry, page 78).

Miscellaneous Combat Modifiers

On occasion, circumstances will have an effect on combat, resulting in a penalty or bonus on the combatant’s Action Table die rolls. Here are some examples:

*Includes fighting in darkness (unless one has night vision), in fog or mists, or with vision partially impaired; the extent of the penalty is based on visibility.

Combat Tactics

In a game where a character’s stated intent can dramatically affect the chances of success or failure, the choice of tactics plays an important role. For example, why stand toe-to-toe with a Kharakhan Giant and risk getting flattened when you can attack from a safe distance with a bow, or use your quickness to dodge the big brute until he’s too worn-out to hit you?

There are four basic categories of tactics available to characters in the Talislanta game: Attack, Defend, Move, and Stunt. Each counts as a single action; using more than one Tactic in a single round of combat requires the attacker to take the standard penalty for Multiple Actions. Attacks (and any spellcasting), Movement, and Stunts can only be performed during the character’s turn. Defensive tactics can be used at any time during the round.

The following section contains descriptions of each of these tactics and their most common variations.

Attack

An attack can be defined as any action intended to injure, restrain, stun, or otherwise hamper an opponent. There are four kinds of attacks in the Talislanta game: close attacks, ranged attacks, grappling attacks, and subdual attacks.

Close Attacks

A Close Attack is a maneuver that attempts to cause damage to an opponent at close range. Any type of hand-to-hand combat, with or without weapons, is considered a Close Attack. Unless the intended target is unaware or incapable of defense, a Close Attack is considered an Opposed Action.

To simulate a Close Attack, the attacker rolls on the Action Table, adding the Skill Rating for the weapon or attack form being employed. The defender’s Skill Rating is used as a negative modifier (see Defense, q.v.).

A Close Attack can be used vs multiple targets, at the standard penalty for Multiple Actions (cumulative -5 per extra target). Alternately, a single target can be hit multiple times with a “rapid fire” attack, with the same penalties being applied. “Rapid fire” attacks can be dodged as if they were a single attack.

Example: Close Attack

Abdul the Arimite Knife-Fighter stabs at an Imrian Slaver who is attempting to abduct him. Abdul has a skill rating of 17 in Arimite knife fighting (the appropriate attack skill in this case). The Imrian is not armed so it must defend with its Brawling skill of +9. The total attack roll modifier is +8 (17 - 9 = 8). Abdul’s player rolls a 10 for a total of 18: Full Success. The GM describes how Abdul’s knife cuts into the rough, scaly hide of the Imrian as the slaver roars with pain.

Ranged Attacks

A Ranged Attack is defined as any attempt to hit an opponent or target from a distance. Common Ranged Combat attacks include shooting with a projectile weapon such as a bow or crossbow, firing a catapult or other siege weapon, or using hand-hurled weapons such as javelins, rocks, or knives.

If the intended target is unaware of the Ranged Attack or is immobile, the Degree of Difficulty is based on the target’s range and availability (size, visibility, degree of cover, etc.). If the defender is actively trying to dodge or evade a Ranged Attack, the Degree of Difficulty is based on range and availability plus the defender’s modified defensive combat Skill or Attribute Rating. Depending on their rate of fire, some missile weapons can be used vs multiple targets, or for “rapid fire” Ranged Attacks. The standard penalty for Multiple Actions applies to Ranged Attacks as well.

Penalties for range and availability are as follows:

Notes ¹The effective range for hand-thrown weapons is 50 feet plus 10 feet per +1 STR. Ranges and firing rates for all other missile weapons can be found in the chapter on Equipment. All penalties for range and availability are cumulative. For example, if a target is beyond half effective range and is moving at a SPD of +1, the total penalty is -11.

Note: Mishaps that occur from botched ranged attacks generally result only in a missed shot unless the attacker is firing into a group (where they may accidentally hit an ally or other unintended target).

Example: Ranged Attack

Flynn the Jaka is firing his shortbow into a charging pack of Beastmen while the caravan he is protecting tries to make its escape. The lead Beastman is a mere 75 feet away which is less than half the effective range of Flynn’s bow. The Beastman knows it is about to be shot at, so it rolls to one side as it moves in. Flynn takes a penalty equal to the inverse of the Beastman’s CR (-4), plus an additional penalty because the Beastman is moving at SPD +1 (-6 penalty). Flynn’s Shortbow skill rating is +14, for a total Action Table modifier of +2. Flynn’s player rolls a d20 and gets a 5 for an attack total of 7: Partial Success. Flynn’s arrow does only half damage as it grazes the creature’s thigh.

Grappling Attacks

A Grappling Attack is any attempt to grab, restrain, or throw an opponent through the use of strength, leverage, or special grappling weapons.

Grappling Attacks are handled as per Close Attacks. However, a defender who has been grabbed or restrained may take no further actions until he attempts to escape by making a successful Action Table roll using his Strength Rating (doubled) or Brawling. If the defender’s escape attempt is unsuccessful, on the next turn the attacker can either throw or choke the defender without the need for a second attack roll. A thrown defender can be hurled up to 5 feet away (+1 foot per +1 STR), and/or body-slammed (DR 3 +STR). Choking causes 4 DR per round until the defender escapes or is rendered unconscious.

Grappling Attacks cannot be used against multiple targets. A single target can be both grabbed and choked or grabbed and thrown in the same turn, at a -5 penalty for the extra action. While engaged in a Grappling Attack, the attacker suffers a -5 penalty to defense (i.e. attackers are at +5 to hit the grappling character) and may not make any Dodge attempts.

Example: Grappling Attack

Crush the Thrall is fighting for wages in the death-pits of Akmir, and has had the misfortune of drawing one of the local gladiators: Sla-k’thor, the Sauran. Crush knows that the lizard will try to keep him at bay with its tail, so the Thrall leaps onto its back and tries to choke it. Crush has a skill rating of Brawling +19 versus Sla-k’thor’s impressive Brawling +18. This leaves Crush with a scant +1 to his Action Table roll. Crush rolls a 13, for a total of 14, a full success. Crush gets the beast in a headlock and prepares to choke it next round.

When it’s the Sauran’s turn, he tries to escape Crush’s headlock. Sla-k’thor uses his Brawling rating to escape, since it is higher than his doubled STR rating. The Sauran gets a partial success on his escape roll so the GM rules that Crush fails to do any damage with his choke, but Sla-k’thor is still grappled.

Because of their unusual nature and wide variety of effects, Grappling Attacks have different Action Table results than standard Close Attacks as follows:

When Attacking:

When Escaping:

Subdual Attacks

A Subdual Attack is an attempt to knock-out an opponent by non-lethal means. This Tactic requires the use of a blunt weapon (such as a club, staff, Ariane mace or bow, punch, kick, etc.) and can be used as part of any attack. Damage from a Subdual Attack is tallied the same as for other forms of attack. However, if a subdual attack causes an opponent to be reduced to 0 HP, the victim is merely rendered unconscious for 1-20 rounds. HP lost as a result of a Subdual attack is restored shortly after the victim regains consciousness (1-10 minutes, or with a successful CON roll against Difficulty 10, per the GM’s ruling).

Defense

Most attempts to defend against an Attack are already factored into the Combat rules. Using a defender’s Weapon skill Rating as a negative modifier to Attack rolls simulates the defender moving and parrying to avoid being hit.

Alternatively, an opponent who does not have the initiative or who willingly surrenders the initiative can elect to actively defend by Dodging or Parrying the impending Attack. To do so, the defender must declare the intent to defend before the opponent rolls for the attack.

The procedure for defense is the same as for attacks. The defender rolls on the Action Table, adding their defensive skill rating and subtracting the attacker’s skill rating. Read the Action Table for the outcome of the Defensive tactic. Note that in the case of a full or critical defensive success, there is no need for the attacker to roll to hit.

Dodge

Dodging is a defensive maneuver that moves the character out of harm’s way. This may be as simple a maneuver as ducking, or as complex as a backflip. Dodging is effective against close, ranged, and grappling attacks. Any of the following Skills or Attributes can be used for a Dodge attempt:

Example: Dodge

Flynn the Jaka manages to disable all but one of the Beastmen before the pack reaches the caravan. The last Beastman leaps aboard the wagon Flynn is on, tearing at the Jaka with his bare claws and teeth. Not wanting to lower himself to fighting like an animal (or being dragged from the wagon) Flynn elects to dodge the Beastman’s attack. Flynn’s Evade skill rating is +10. The Beastman’s Brawling skill rating is +9. Flynn rolls with a +1 bonus (10 - 9 = 1) and gets a final result of 8: Partial Success. The Jaka’s evasive maneuver doesn’t entirely avoid the Beastman’s attack, so Flynn will take 1/2 damage if the Beastman’s attack roll succeeds.

Parry

A Parry is a defensive maneuver that interrupts an attack by putting something in the attacker’s path, such as a shield or weapon.

In hand-to-hand combat, any of the following Skills or Attributes can be used as the modifier for a Parry attempt:

Ranged Attacks can also be parried, but at an increased Degree of Difficulty. Most attempts to Parry a Ranged Attack suffer a -10 penalty. Use of a Shield eliminates this penalty while use of Danuvian Parrying Bracers, Garde, Amysram, or a Buckler reduces the penalty to -5. Players should note that certain Quirks may also reduce the penalty on ranged attack parry attempts.

Attacks by exceptionally large and powerful opponents that overwhelm the defender cannot be parried, such as blows from an Ice Giant’s club, or a charging ogriphant.

Note that a result of Mishap when attempting to Parry means that the defender is not only hit by the attack, but whatever was being used to parry has been damaged or destroyed (GM’s ruling).

Example: Parry

After Abdul’s attacks, the Imrian Slaver decides to hit back with its claws. Abdul chooses to actively defend against this attack, by parrying with his knives. Abdul’s Arimite Knife Fighting skill is 17 and the Imrian’s Brawling skill rating is 10. However, Abdul has already performed one previous action in the round, so he takes an additional -5 to his Parry roll for a total modifier of +2 (17 - 10 - 5 = 2). Abdul’s player rolls a d20 and gets a 9 for a total of 11: Full Success. Abdul will take no damage from the Imrian’s attack and there’s no need to roll to see if it hits.

Both forms of Defense (Dodge & Parry) require a Full Success (or better) to succeed and count as actions when determining a Multiple Action penalty; however, characters using Shields or similar devices designed specifically for parrying (garde, etc.) may Parry once per round as a free action, i.e. without incurring the normal Multiple Action penalty for the Parry attempt. Players should also note that certain Quirks (Mandaquan, Zandir Swordsmanship, etc.) may also provide bonuses to Defense.

Example: Ranged Parry

While tracking a group of Witchmen in the Jungles of Chana, Kudan the Kang is ambushed. An elusive Witchman attacks Kudan from a distance using his blowgun. Kudan’s player announces that he will attempt to actively parry the attack.

Since this is a ranged attack, Kudan has little hope of swatting the poisoned needle from the air with his Falchion (-10 penalty). Luckily he has his shield. Kudan rolls on the Action Table and only comes up with a 5; however, this roll is modified by Kudan’s CR (+4) and the fact that he is using a shield (+3). The Witchman’s Weapon (blowgun) rating is +6 so Kudan takes a -6 penalty to the roll as well for a total of 6 (Roll of 5 + CR +4 + Shield +3 - Attacker’s Weapon +6 = 6), a Partial Success. Since Parry attempts require a Full Success at the minimum, the Witchman may roll to Attack as normal and Kudan now takes the usual Multiple Action penalty if he wants to act again in this round.

Movement

Movement is a tactic intended to increase or close the distance between attacker and defender. There are three variations: Retreat, Flee, and Advance. Note that in all three cases, rugged or difficult terrain can decrease the maximum distance that can be covered in a round, and may even require DEX or skill rolls to navigate safely.

Retreat

A Retreat is an attempt to disengage from an attack in an orderly and measured manner. The retreating opponent can move up to half her normal Movement Rate per round while continuing to fight or defend against attack without penalty.

Flee

Fleeing is an attempt to disengage from an attack without regard for considerations of defense or attack. Instead, the main goal is to escape as quickly as possible. A Fleeing opponent can move up to his full Movement Rate per round, but may not attack or defend while doing so. Attempting to Flee while engaged in Close Combat of any type exposes the fleeing opponent to one Unopposed Attack from each opponent within range. A successful Dodge will allow an individual to Flee on the following round without being exposed to a Close Attack.

If a Fleeing character is being pursued, both the character and pursuer(s) must make Attribute Rolls vs their respective Speed Ratings once for each round of pursuit. Compare Action Table die rolls and Speed Ratings to see if the Fleeing individual escapes or gets caught, using the following guidelines:

Note: for Mishaps and Failures that occur during aerial or aquatic pursuits, substitute stumbles for collisions, unfavorable wind/water currents, and/or crashes as applicable.

Advance

An Advance is an attempt to close with an opponent at half maximum Movement Rate or less. This tactic allows the individual to attack or defend while moving, without penalty. It is also possible to use this tactic to Advance under cover, making it more difficult for opponents to target the advancing individual with Ranged Attacks (q.v.).

A high speed Advance is called a Charge. This tactic allows the individual to move up to his maximum Movement Rate, though at the expense of any attempts at defense. Attacking while Charging is possible, at a penalty of -3 for Close Attacks and -5 for Ranged Attacks. When making Close Attacks while Charging, add the character’s Speed to the damage rating, as well as Strength. See the Skill, Mounted Combat, for additional modifiers.

Stunts

A Stunt can be defined as any type of unconventional maneuver attempted during the course of Combat. This tactic includes such flamboyant maneuvers as leaping from high places, swinging from ropes or chandeliers, vaulting over opponents, and the kind of daredevil moves that are commonly seen in most action-adventure movies. It also covers “dirty tricks” like tripping, throwing dirt in an opponent’s eyes, and so on.

Any applicable Skill or Attribute can be used as a modifier for a Stunt, though most actions of this sort carry a stiff penalty for Degree of Difficulty (GM’s ruling applies in all cases). Characters who possess Acrobatics, certain Performing Skills or specific Martial Arts Quirks generally fare better at Stunts than those who do not have such specialized abilities.

Under certain circumstances, a Stunt can be combined with another tactic without incurring a penalty for Multiple Actions. For example, leaping over a bar counter and kicking an enemy can be accomplished in one fluid action, and need not entail any added penalty for multiple actions. However, leaping over a rail, swinging from a chandelier, and kicking an enemy who was across the room would count as an additional action, resulting in the standard -5 penalty.

Since every stunt is different, we won’t provide you with an exhaustive list here. It’s always up to the GM to determine what the Degree of Difficulty is for any given stunt, based on the specific circumstances and how “cinematic” she wants the game to be. It’s usually a good idea for the GM to tell her players ahead of time just what sorts of stunts will be allowed.

Example Stunts:

Abdul cuts a rope with a thrown knife, bringing down a chandelier on the heads of two Cymrilian guardsmen. (Arimite Knife Fighting; Difficulty 10 to hit the small target).

Lucas the Sarista Gypsy whirls his cloak in the rushing guardsmen’s faces as he jumps behind the bar. Hopefully, the cloak will momentarily stun and blind the guards, allowing Lucas to seemingly vanish. (Acrobatics; Difficulty 15 to confuse all three guards).

Aimed Shots

An aimed shot is an Attack intended to hit a very specific target and/or cause a very specific effect. Almost any Combat Tactic can be used in conjunction with an Aimed Shot. A Ranged Attack intended to cut a windship’s sail, disable a moving conveyance, or knock a weapon from an opponent’s hand, is an Aimed Shot. So is a Close Attack intended to disarm an opponent by striking his hand, or a Shield Parry used to deflect a missile in a specific direction. The ability to temporarily stun or subdue an opponent with a single blow, a staple of the action-adventure genre, can also be accomplished with an Aimed Shot.

Aimed Shots are handled much like other Combat Tactics, the main difference being that maneuvers of this sort usually carry a pretty severe penalty for Degree of Difficulty — not surprising, given the fact that an Aimed Shot is by its nature much more difficult to accomplish than a standard attack. A result of Success or Critical Success is required to achieve the intended effect; for Aimed Shots, an Action Table result of Partial Success is the same as Failure.

Recovery

Aimed Shots can also be used to hit the small parts of an opponent that are not covered by their armor, and thus ignore its Protection Rating. The additional Degree of Difficulty penalty for this tactic is equal to the total PR of the armor worn. For example, to strike through a seam in Kang Battle Armor (PR 7) the attacker would take an additional -7 to his or her attack roll.

Critical Wounds

Any attack that is made with the intent to kill or injure that yields an Action Table result of Critical Success will cause a Critical Wound. Assuming the victim has not been reduced to zero or less Hit Points, he must make a roll vs his CON Rating (minus the DR of the attack) to determine the extent of the injury, as follows:

In the case of minor NPCs, a critical hit can cause instant death or knockout (GM’s ruling) without the need for a CON roll.

As mentioned previously, healing occurs at the rate of 5 Hit Points per day, plus one additional point of healing per +1 Constitution Rating. Individuals with negative Constitution Ratings heal at the rate of 5 HP per day, minus one point of healing per -1 CON Rating (the minimum rate of healing is 1 HP per day).

Individuals who have suffered a Critical Wound, a permanent injury, or a close brush with death may require a period of convalescence. If the victim receives immediate magical or alchemical healing, he or she may be fully recovered after just a few hours of sleep. Otherwise, recovery time could range from a day or two to a week, several weeks, or even longer. The amount of time required to make a full recovery in such instances is up to the GM to decide, based on the nature and extent of the victim’s injuries.

Creative Combat

All too often, combat in the game consists of little more than “I hit him with my sword”, “I do 13 damage”, “I dodge”, “I parry”. With the dramatic opportunities combat presents in Talislanta, this monotonous approach fails to enliven the game, or fire the imagination. Role-playing need not stop when combat begins.

Description is Everything

Combat is full of sensations. Describe the grunts and cries of combatants, the thud and clash of weapons, the expressions on individual faces, the moves opponents make, their actions and reactions, the smells and emotions.

No combatant is ever completely aware of everything going on around them in a fight. A good GM trick is to occasionally, secretly, tell one player that their character notices something another character doesn’t, such as a pit their colleague may be about to step backwards into, a hidden sniper drawing a bead on their friend, an opponent blindsiding their unsuspecting compatriot, and so on, and give them a round or two to do something, even if only to quickly shout a warning. This trick can bolster the sense of camaraderie and teamwork among the players surprisingly well, and adds more dynamism to the conflict.

Consider the Consequences

Only psychopaths and other miscreants enter combat at the drop of a hat. Use of force should be appropriate to the situation, and bear in mind the character’s outlook on life. Like people in the real world, Talislantans are almost always aware of the possible consequences of their actions, and if their actions go counter to morality, local law, or common sense. Lethal force should only be used when faced with little recourse, unless the character is a deviant, or a native of a violent culture, such as Arim. For example, someone using a knife in a barroom brawl would be considered a sick thug, unless their assailants were also brandishing such lethal weapons. Characters who behave in violent fashion, or react with disproportionate force, should expect to be reviled, hunted, imprisoned, or executed, by local authorities, relatives and allies of their victims, and so on. Consequences are something every character should consider and expect.

Think About the Environment

One of the most overlooked aspects of any combat, and the first that should be borne in mind, is the actual location of the fight. Considering the characters’ surroundings for a moment can add a whole new dimension to a conflict. Ask yourself such questions as:

With a good grasp of the environment comes the ability to bring it into the conflict. Imagine how it can be used to the benefit or detriment of the combatants. Opponents can be forced towards perils, boulders can be used as cover, and so on. A Mishap on any roll during the combat may also involve the environment somehow, such as a trip or blunder into an object, suddenly finding oneself maneuvered to the brink of the lava flow, a missed attack resulting in the weapon getting stuck in a tree or pillar, etc.

Avoid getting caught up in precise details; keep the play fast and fluid. Accurate distances are not important; use vague terms such as “close”, “a stone’s throw away”, or “right next to you”, and if ranged combat or distance matters, simply make a rough judgement of how long (in rounds) it will take to cover the area, or if the attack is basically close, short, or long range. You don’t even need to consult the ranges of the weapons to make such a call. Just keep things moving. Stopping to check ranges, the amount of area someone with X SPD can cover in a single round just slows the action down.

Beware of Bystanders

The presence of bystanders during a fight is also often overlooked. Crowds often gather to watch fights, and may goad the opponents on, and even place wagers on the outcome. Not only can bystanders get in the way, they can easily be hit by stray shots or blows, taken hostage or used as shields by nefarious individuals, or even enter the combat themselves on either side, or against both, the classic example of which is the local military or law enforcement attempting to stop the conflict and incarcerate the combatants.

Firing into any melee, whether bystanders or involved or not, is a very dangerous proposition, due to the continual movement of the combatants. Missed shots may easily hit an unintended target, such as an ally. Aside from intelligent bystanders there are always cases of animals becoming involved somehow. Herd animals may stampede, posing a threat to everyone, while a predator may leap unexpectedly into a melee, in the hopes of taking a wounded individual on the periphery of the fight. Certain motive plants can also provide an added element to a fight, especially if they are not recognized as such from the onset.

Use Your Surroundings

The character should also exploit the environment of the fight. Many objects, such as chairs, rocks, ropes, nets, wall hangings, and pots of oil, may be used as impromptu clubs, missiles, entangling implements, incendiaries, and so on. Rugs may be pulled from under assailants, barrels of oil spilled to create slick patches, chandeliers shot down to fall on assailants below, and so on. Even an unskilled or unarmed combatant can be terribly effective if they make intelligent use of their surroundings.

Wanton Destruction

A battle can take a serious toll on the surrounding environment, and the effects are worth thinking about. Use of fire in any form may ignite combustibles, and create a hazard. Attacks that miss their intended target may hit something else, thereby damaging it, and the use of items as cover, fighting platforms, etc. will almost certainly result in them being ruined in some way. A fight will practically always leave signs of its occurrence, even if only in the form of splashes of blood.

Fight With Style

The majority of weapons can be used to perform a variety of strikes, in a variety of ways. Give some thought as to what form an attack takes. Is it a thrust, a lunge, a wild swing, an overhead blow, a feint, or a backhanded swipe? A weapon can even be used in unorthodox ways. A strike may be made with the flat of the blade, possibly subduing or intimidating an opponent. A staff may be used to thrust. A blow to knock out can be made with a weapon’s handle or pommel. Many melee weapons can even be thrown if the situation is desperate enough.

The reach of a weapon (its comparative length) is also worth bearing in mind. A character with a notably longer weapon than their opponent (such as a halberd being used against an opponent with a sword), may not only keep their opponent at bay, and strike them first, but they may effectively prevent their opponent from attacking, if the opponent is unable to get inside the reach of their weapon. However, should the opponent with a shorter weapon manage to step inside the reach of the longer weapon, they may make its use next to impossible as well.

The sword the character bears is not their only weapon. Try and add the occasional unarmed strike into a combination of blows; it is more interesting, and can surprise an unexpecting opponent. A swift kick can force an opponent back, giving the character room to maneuver or flee, while a solid punch can stun, and a headbutt can bring you in so close that your opponent cannot bring any weapon larger than a dagger to bear.

Consider how a combatant can be taken out of the fight quickly without necessarily being gradually bludgeoned or sliced in a protracted melee. Opponents can be disarmed, tripped, pinned, grappled, thrown, knocked out, entangled, or knocked over, for instance.

Few combats should ever be to the death; only the most deeply unintelligent, insane, frenzied, or foolishly courageous combatants will continue fighting when badly wounded or outclassed. A hasty retreat is a key survival strategy for practically every living being. Particularly bloodthirsty or lethal maneuvers, such as attempts to slice an opponent’s head off, pierce their eyes, or eviscerate them should be rare, and used only when dramatically appropriate. Should players continually attempt such maneuvers against every opponent, they should expect all of the NPCs they fight to respond in like fashion.

Don't Just Stand There

The way some combats are conducted, it is hard to imagine the combatants doing much more than standing toe-to-toe trading blows. In truth, combat is continually in motion. Bear some thought as to how the characters move about, and how this can be used to advantage or disadvantage.

Once again, the environment is very important when considering the motion of the various characters. Chandeliers or ropes may be swung from, sails slid down with a dagger, pillars ran around, tables dived under, jumped on or over, and so on. Characters with the Acrobatics skill can make particularly impressive use of motion, such as cartwheeling, backflipping, somersaulting, and going into elaborate springs or rolls, although anyone can roll, leap, or dive.

Combatants who find themselves on the ground may be in peril if their opponent is still standing, and may be forced to roll or flail wildly in an attempt to avoid being struck, and provide themselves with the moment needed to regain their feet.

Motion in certain environments can add a whole new dimension, quite literally, to a fight. Airborne combats, for example, can feature attacks from above or below, diving attacks, swoops, and so on, while underwater combats also occur in three dimensions, but slow down motion, and make non-thrusting weapons far less effective.

Keep Talking

Just because the action has started, doesn’t mean the talking has ceased. Characters should engage in appropriate dialogue when fighting, hurling expletives, insults, and imprecations at opponents, shouting warnings and encouragement to colleagues, screaming battlecries, engaging in the cut and thrust of witty repartee with like-minded antagonists, and so on. Just as players speak the words of their characters when roleplaying any other situation, they should do so in combat sections of the game.

Combat is a Bloody Affair

The damage opponents suffer can be as detailed or vague as befits the gaming group’s tastes, playing style, and campaign style.

Never simply state the amount of Damage inflicted by any blow—describe it. Small amounts of damage comparative to the character’s HPs might be cuts, nicks, grazes, or bruises, while heavy damage can be bone-crunching impacts, deep slices causing blood to flow, and so on. GMs of truly Grim campaigns may even inflict penalties on a character’s actions if they are significantly hurt, and may interpret particularly damaging strikes as incapacitating or mutilating. Likewise, Heroic campaigns may seldom involve damage worse than bad cuts, or broken bones, all of which they recover from very quickly. At worst, a Heroic character might lose an eye or limb, giving them a dramatic reason to seek revenge.

Combat in a game can, and should, be as gripping and exciting as any fight scene in an action movie, and if given as much thought and effort as possible, will take its place alongside any other roleplaying scene for a sense of character and drama.