Combat Rules
Combat Sequence
SystemRPG uses a 1-second combat round. Within each round, players declare, the Scene Orchestrator (SO) adjudicates targets and conditions, and then all checks are rolled simultaneously. Results are narrated in initiative order purely for clarity.
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Initiative
- At the start of an encounter, each participant rolls d20 + Initiative.
- Re-roll initiative any time a sudden change significantly alters combat conditions (e.g., morale shock, terrain shift, visibility collapse, combatant arrival/departure).
- See Core Formulas#Movement and Initiative for Initiative and Action Economy for cadence.
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Declare Actions
- Each combatant declares their intended action(s) for this 1-second round.
- If a combatant’s Combat Action Speed (CAS) is greater than 1 (whole number), they may declare a potential action chain up to their CAS cap. Additional actions beyond the first can only be taken if the previous action achieves at least 1 success (see Action Economy#Action Chains).
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Adjudicate Flux Targets
- The SO determines relevant Flux Check conditions for each declared action (e.g., applicable Power Levels, tier advantages, modifiers, and required successes).
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Roll Checks (Simultaneous)
- All declared checks for the round are rolled simultaneously. This includes attacks, defenses, maneuvers, and other contested actions.
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Resolve Contests & Narrate
- Compare results to determine outcomes. The SO narrates in initiative order for readability while respecting simultaneous resolution.
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Calculate Damage
- For successful attacks, compute damage according to Damage Application Order.
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Check for Wounds/Injury
- If damage and margin of success trigger injury, resolve per Wounds & Injury.
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End of Round
- Apply end-of-round effects and regen ticks (see Core Formulas#Regeneration Per Second (Combat Tracking)). Proceed to next 1-second round.
Combat Outcomes
All contested actions in combat are resolved using the Flux Check System. The specific outcomes are determined as follows:
Attacker Wins
If the attacker wins the contested check, the attack is successful.
- Damage Multiplier: The attack's damage multiplier is equal to 1 + the number of successes rolled beyond the minimum required.
- Example: If you needed 1 success to hit and rolled a total of 3, you have 2 successes over the target. This results in a ×3 damage multiplier.
Defender Wins
If the defender wins the contested check, they successfully avoid the attack and gain a tactical advantage.
- Win by 1 Success: Choose one:
- Gain an extra declared action next round (subject to CAS and action chain rules), or
- Apply the Off-Balance condition to the attacker.
- Win by 2+ Successes: The defender receives both benefits.
Resource Tracking:
- Combat uses 1-second rounds; HP/MP/SP regen is tracked per second during combat.
- Outside combat, regeneration is estimated based on narrative time.
- Digital tools will streamline tracking in future.
See also: Action Economy, Conditions, Wounds & Injury, Damage Application Order, Positioning & Ranges.