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Combat

Combat Cha-Cha

  1. Is anyone surprised by combat?
  2. All who want to take part in combat are transported to a predetermined map, where they align their characters for combat.
  3. Mark the places of each one participating in combat down. The party with the highest player initiative goes first, then the opposing party.
  4. Take Turns. The player with the highest initiative in the group goes first, then second-highest, and so forth. At the end of the group's lowest initiative player's turn, it will go to the opposing group.
  5. Continue taking turns until the opposing group is knocked out.

Surprised

Surprised creatures are automatically placed last in combat.

Initiative - The Fast Goes First

Initiative determines the order in combat. No one rolls initiative, initiative would be handled as a base 10 + Int modifier. However, any ties will be broken by a dexterity score, and then by a d20 if there is still a tie. The highest of each goes first.

Your Turn

On your turn you get, you can move up to your speed and take one action

Damage

Damage can take a lot of forms, from magical essences to raw physical might. These are the alternative damages most likely seen in Oshunmare. Aqua:: From raging tidal waves to bubbles of condensed water. Aqua can be seen as an alternative to force and cold damage. Astral: Things that can not be explained in the stars deal astral damage. Often radiant damage, but can also be considered as psychic, force, and necrotic. Corruption: Damage by pure malice and hatred. While most people in Oshunmare put this as necrotic, it is seen as a mix of bludgeoning, slashing, piercing, acid, and radiant damage, things that corrode a creature's skin and imbue with dark thoughts Nature: Power that comes from trees, grass, and all things nature. Considered a mix between force and, ironically, radiant damage.

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