Combat Flow for Mythras
Order of actions
Start of combat
Roll Initiative (Initiative Bonus + d10 - armor penalty) at start of combat only.
Start of Combat Round
Highest Initiative acts first (taking his turn).
Fatigue Check: Endurance roll or lose Fatigue level
CON | 1-5 | 6-10 | 11-15 | 16-20 | Combat Round: | Every 2nd | Every 3rd | Every 4th | Every 5th |
Fatigue effect 78
Check if any spells or effects (from Special Effects or wounds etc) that are dependent on # of Turns launch or end
Check if any spells or effects (from Special Effects or wounds etc) that are dependent on # of Combat Rounds launch or end
Start of a Cycle in Combat Round
Attacker spends an Action Point if it can
Use Action Point for Proactive Action |
Select Combat Action to make an Attack
Apply the situational modifiers
Note the Attack die roll and keep the result (it will be needed later). Attacker loses Passive Block for the attacking weapon Can do Free Action |
Combat |
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Ranged Combat |
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Magic |
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If cannot use Action Point |
Can do Free Action |
Free Actions (Attacker and Defender)
Free Actions |
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Defender chooses whether to spend Action Point for Defense
Use Action Point for Reactive Action |
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No Action Point used for Defense |
Treat as failed Parry Passive Blocking (Ward Location) 93, 105 Can do Free Action |
Compare Results
Compare Level of Success |
Winner chooses Special Effect/s used Special Effects by Purpose Special Effects as lists with details
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Compare damage |
If the chosen Special Effect is not Choose Location, roll to determine what Hit Location has been hit If the Attacker succeeded roll damage and apply Damage Bonus if any If the Defender did Passive Blocking 93, 105 on the Hit Location that Attacker hit reduce damage If the Defender succeeded reduce damage more See how much of the (reduced) damage penetrates any armor and protective magic worn
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