Combat & Tactics
Combat & Tactics
Combat in Al'Akwannon follows a variety of meta-game rules to help manage time, actions and effects. While these do not perfectly emulate how things would behave in reality, it draws a balance between what can be accomplished in a certain amount of time while allowing attacks and defenses to be managed. Info on weapons, armor, weapon proficiencies, non-magical equipment, the elements of time (real time vs artificial game abstractions, such as melee rounds, turns, etc.) are all contained in this area. Keep in mind that not everything is here, there are a variety of non-weapon proficiencies that can influence attacks and there are things outside of attacks that can come into play. Use the various rules outlined here as guidelines to ensure the story element you are working through is as managed and balanced as possible and realize that this particular part of the game is a bit more rules heavy than the story telling elements and aspects.
We will look at changing the "attacks/round" designation to "actions/round" in "combat" actions can be a myriad of things, spells, attacks, movement, grabbing things, knocking stuff over, etc. This may both better organize what can be done as well as provide special capabilities to benefit specific classes (i.e. - warrior may gain a bonus "attack action" only, rogue may gain a bonus "generic action" only (aka - non attack, non spell), wizards & priests may gain a bonus "spell action", etc.) This will be play tested in the next game.
Combat PDF Reference
Combat Reference
Weapon Info