Difference between revisions of "Combat"
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# The player with [[initiative]] assigns the damage of all his/her characters in one step. | # The player with [[initiative]] assigns the damage of all his/her characters in one step. | ||
# Each other player does the same, proceeding in [[turn]] order. | # Each other player does the same, proceeding in [[turn]] order. | ||
− | # The player with [[initiative]] becomes [[active]] and a [[fast action]] [[stack]] is played out. | + | # The player with [[initiative]] becomes [[active player|active]] and a [[fast action]] [[stack]] is played out. |
# All characters deal damage as they were assigned to. | # All characters deal damage as they were assigned to. | ||
# Starting with the player with most total [[endurance]] on the area where combat occurred (computed as the sum of all the endurances of the characters controlled by that player) and progressing the order on decreasing total endurance, each player may choose whether or not to retreat. If any player chooses not to retreat then all other players must retreat. To retreat a player moves each of their characters at it's normal movement [[speed]] to another area. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative). | # Starting with the player with most total [[endurance]] on the area where combat occurred (computed as the sum of all the endurances of the characters controlled by that player) and progressing the order on decreasing total endurance, each player may choose whether or not to retreat. If any player chooses not to retreat then all other players must retreat. To retreat a player moves each of their characters at it's normal movement [[speed]] to another area. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative). |
Revision as of 15:47, 17 February 2007
Combat occurs when characters controlled by different players are in the same area and any of those players wishes to enter combat. This check is made at the end of every stack (REWORD!).
If none of the players who control an undrained character on the area want to have combat occur combat does not occur. However if any player who controls an undrained character on the area wants combat to occur it does. A drained character does not allow a player to initiate combat.
When combat occurs each non-drained character deals its attack in damage spread as its leader chooses among the opposing characters. After combat each player may retreat their characters.
It works as follows:
- The player with initiative assigns the damage of all his/her characters in one step.
- Each other player does the same, proceeding in turn order.
- The player with initiative becomes active and a fast action stack is played out.
- All characters deal damage as they were assigned to.
- Starting with the player with most total endurance on the area where combat occurred (computed as the sum of all the endurances of the characters controlled by that player) and progressing the order on decreasing total endurance, each player may choose whether or not to retreat. If any player chooses not to retreat then all other players must retreat. To retreat a player moves each of their characters at it's normal movement speed to another area. The players declare the retreats in the same way damage is declared (in turn-order starting with the player with initiative).
- All retreat movement occurs simultaneously.
- All characters involved in the combat are drained.
Note: This page needs to be updated to reflect changes in the game or need to be worked on for other reasons.
Should combat be a stack using thing where each character deals damage as a separate action? If not we need a post assignment pre dealing stack.