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Combat in Feldra
The Combat Round
Each character has a pool of Stones from which to select their action in combat. Stones come in three types. Power stones are red, Skill stones are green, and Speed stones are blue.
At the beginning of each round of combat, each opponent designates one target. Each creature is fighting the creature they targeted, plus any creature or creatures that chose them as a target. From this point forward, it is irrelevant who targeted whom.
Example: Lancelot, Arthur, and Galahad are in combat. This round, Lancelot targets Arthur, Galahad targets Arthur, and Arthur targets Lancelot. Thus Lancelot and Arthur are fighting, and Galahad and Arthur are fighting. Lancelot and Galahad are not fighting, because neither of them targeted the other. From this point onward, it doesn’t matter which person targeted the other; there is no “attacker” and “defender” in this system.
Once fighting pairs are determined, each creature secretly chooses three stones from among their pool of stones. Even if you are fighting more than one opponent, you may only select one set of three stones.
Each fighting pair then compares stones to determine if any hits are scored. For each pair, hits are scored as follows:
1) Eliminate any matching pairs of stones first.
2) If any stones remain, compare to determine who hits whom. Power hits Skill. Skill hits Speed. Speed hits Power. Players score “Power hits”, “Skill hits”, and “Speed hits” on an opponent equal to the number of such stone pairs there are.
3) For each creature you are fighting, stones are compared separately. Hits and cancellations from one pair do not affect another pair, and all “hits” from all pairs take effect simultaneously.
Example: Arthur has chosen 3 Power stones. He first compares against Lancelot, who has chosen 1 Power, 2 Speed. They cancel Power stones first, leaving 2 Power vs. 2 Speed. Speed beats Power, so Lancelot scores 2 Speed hits on Arthur.
Arthur then compares his 3 Power against Galahad, who chose 2 Skill and 1 Speed. No stones cancel. Two remaining pairs are Arthur’s Power beats Skill, and one remaining pair is Galahad’s Speed beats Power. Thus, Arthur scores two Power hits on Galahad, and Galahad scores one Speed hit on Arthur.
By default, one point of damage is dealt per hit of any type. Certain weapons and abilities alter the amount of damage dealt.
Example: Lancelot has 2 Speed hits on Arthur. Galahad has 1 Speed hit on Arthur. Lancelot deals Arthur 2 points of damage, and Galahad deals Arthur 1 point of damage, so Arthur takes 3 damage total this round. Arthur also has 2 Power hits on Galahad, so he deals 2 damage to Galahad (but, see below on weapon types: if Arthur is wielding a Power weapon, Galahad will take 3 damage instead; if Galahad is wielding a Speed weapon, Galahad will take no damage instead).
Fleeing
Instead of a choosing a target, a character may choose to Flee. The character deals no damage on a round he Flees, but any hits are still considered hits for the purposes of non-damage abilities. If the character also takes no damage during the round, he is removed from combat at the end of the round. A character that flees may not choose to rejoin the same combat.
Example: In the second round, Lancelot targets Arthur, while Galahad and Arthur both flee instead. This means Lancelot and Arthur are the only combat pair this round. Lancelot chooses 3 Power, while Arthur chooses 1 Power and 2 Speed. The Power stones cancel and Arthur scores 2 Speed hits on Lancelot. But Lancelot takes no damage because Arthur was fleeing. Nobody takes damage, and so Arthur and Galahad successfully flee combat.
HP, Wounded Characters, Recovery, and Death
Your Current HP indicates how much more damage you can take before being defeated in combat. You start the game with your Current HP equal to your Max HP. Damage lowers your Current HP. If your Current HP is ever reduced to 0 or below, you are Wounded, which means you are removed from combat and knocked out, helpless.
Once combat has ended, a Wounded character may be killed as long as no person who is not Wounded chooses to stop the kill. Anyone nearby may interrupt a kill automatically; this will likely re-start combat.
You also have a Recovery HP value (usually half of your Max HP). After five minutes have passed outside of any combat, a character with Current HP lower than their Recovery HP heals up to their Recovery HP. A character that is raised above 0 HP regains consciousness and is no longer Wounded.
Characters don’t automatically heal any higher than their Recovery HP without the use of abilities. Even special abilities can’t heal you to higher than your Max HP.
Weapon Type
Most everyone in Feldra is armed in some way. Characters who are unarmed or disarmed deal no damage per hit; weapons by default deal 1 damage per hit.
Each weapon is associated with one of the three types: Power, Skill, and Speed. When you score a hit that matches your weapon type, you gain an additional benefit:
Speed weapon (dagger): If you score at least one Speed hit on an enemy, negate all hits against you by that enemy.
Skill weapon (rapier): If you score at least one Skill hit, you may trade the damage from one Skill hit to disarm your opponent. He is unarmed next round while he recovers his weapon.
Power weapon (broadsword): If you score at least one Power hit, the total damage of your attack increases by 1 point (1 hit = 2 damage, 2 hits = 3 damage, 3 hits = 4 damage).
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