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Combat
Combat in this system is fast, descriptive, and tactical. It uses the same basic mechanics as any other action (see 🧭 The Action Economy), but applies them to offensive and defensive situations with a focus on Aspects, Evasion, Armor, and damage thresholds.
===== Attacking ===== To attack a target, you perform an action that uses a relevant Aspect (like Might, Aim, or Agility) and a weapon or spell.
You roll:
- A number of d4s equal to the Aspect value minus your Action Load
- The weapon or spell's damage die (e.g., 1d8 for a longsword)
Add all dice together and declare the total.
===== Resolving the Attack ===== The GM subtracts the target’s Evasion or Defense DC from your total. The remaining value is the raw amount of damage dealt.
This value is then used to determine actual injury by checking it against the target’s Armor Thresholds (see 💥 Applying Damage).
===== Interpreting Results ===== The GM describes the outcome based on how much damage was done.
Examples:
- Just barely hit? A light wound or grazing blow.
- Big margin? A staggering blow, knocked down, or serious harm.
- No damage? The blow glances off armor or misses entirely.
Players should not need to know exact Evasion values or HP totals—narrative cues will guide their tactics.
===== Evasion and Armor ===== Each target has:
- An Evasion score – their ability to dodge, block, or deflect attacks
- A set of Armor Thresholds – light, medium, and heavy protection levels
Together these determine how hard they are to hit and how much damage they can absorb before losing Hit Points.
===== Movement and Positioning ===== Movement is part of your turn and usually does not require an action unless:
- You are attempting to disengage from melee without being struck
- You must overcome terrain, hazards, or obstacles
- A feature card specifies otherwise
===== Teamwork in Combat ===== Players are encouraged to assist each other using 🤝 Team Actions. Supporting allies can improve rolls, reduce enemy defenses, or enhance effects.
===== Initiative and Turns ===== For how combat rounds are structured, see ⚔️ Initiative.
===== Finishing Combat ===== Combat ends when all enemies are defeated, pacified, or the encounter otherwise concludes.
Then players may take time to:
- Rest (see rests)
- Loot or investigate
- Roleplay outcomes or wounds