Updated combat mechanics.<br/><div style="padding: 3px; background-color: #FFFFFF; border: 1px solid #d8d8d8; font-size: 1em;"><div style="text-transform: uppercase; border-bottom: 1px solid #CCCCCC; margin-bottom: 3px; font-size: 0.8em; font-weight: bold; display: block;"><span onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') {  this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = ''; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;hide&lt;/a&gt;'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerHTML = '&lt;b&gt;Spoiler: &lt;/b&gt;&lt;a href=\'#\' onClick=\'return false;\'&gt;show&lt;/a&gt;'; }"><b>Spoiler: </b><a href="#" onclick="return false;">show</a></span></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold">Combat Mechanics</span><br/>Combat is turn-based and separated into <span style="text-decoration: underline">Rounds</span>. Every Round, each participant gets their <span style="text-decoration: underline">Turn</span> to act.<br/><span style="text-decoration: underline">Turn Order</span> is determined at Round start by highest Agility, followed by highest Perception, followed by highest Physique. If two (or more) characters have the same parameters, the order between them is decided through d6. If two (or more) characters have the same parameters as a result of some temporary effect, characters with higher "natural" parameters get priority.<br/>On their turn, every characters gets 2 Action Points (AP). These are used to perform most actions in combat, such as moving, attacking, using abilities etc. Basic actions cost 1 AP, but most abilities cost more, and some minor actions (such as saying a short phrase or two) do not consume any AP.<br/>The most common action in combat is attacking another character. While specifics vary between basic attacks with different weapons and abilities, there is some common ground between all of them. For starters, all of them play out as a three-step two-way challenge.<br/><br/><span style="font-weight: bold">Accuracy and Evasion</span><br/>The first part of attacking is "strike phase". The attacker rolls Accuracy (ACC) against the target's Evasion (EVA) to see if they hit them. Evasion is attempted on every incoming attack at no cost. There are four possible outcomes:<br/>1. ACC is equal to or greater than EVA: hit.<br/>2. ACC is twice EVA or greater: critical hit.<br/>3. ACC is less than EVA: miss, no damage is dealt, the attack ends without going to the following phases.<br/>4. ACC is half of EVA or less: critical miss, no damage is dealt to the target, the attack ends without going to the following phases. Additional penalties should be applied at the GM's discretion.<br/><br/>Basic physical Accuracy is calculated as: d6 +parameter +weapon_skill_bonus (highest applicable). The parameter used is Agility for melee and Perception for ranged.<br/>Basic magic Accuracy is calculated as: d6 +magic_skill_bonuses (all applicable).<br/>Basic Evasion is calculated as: Agility + Perception.<br/>Abilities can modify or completely override these, but default to the above. Talents and circumstances can provide additional bonuses or penalties.<br/><br/>Many spells and some items can create a situation where damage is dealt not to a single target, but to everyone within a certain area (e.g. explosion). In this situation, everyone within said area must attempt Evasion. However, there has to be room for them to move out of the area, and they cannot move more than AGI feet.<br/><br/><span style="font-weight: bold">Offense and Defense</span><br/>The second part of attacking is "defense phase". The attacker rolls Offense (OFF) and the target rolls Defense (DEF). Defense is attempted on every incoming attack at no cost. There are five possible outcomes:<br/>1. DEF is equal to or greater than OFF: partial defense.<br/>2. DEF is 1,5 times OFF or higher: solid defense.<br/>3. DEF is 2 times OFF or higher: full defense, no damage is dealt, the final phase of the attack is not used.<br/>4. DEF is lower than OFF: no defense.<br/>5. DEF is half of OFF or lower: critical defense failure, the target automatically takes maximum damage.<br/><br/>Basic physical Offense is calculated as: d6 +parameter +weapon_skill_bonus (highest applicable). The parameter used depends on the weapon's modifier. If the weapon has no modifier or two equal modifiers, the greater between two applicable parameters is used: PHY or AGI for melee, AGI or PER for ranged.<br/>Basic magic Offense is calculated as: d6 +MIN +magic_skill_bonuses (all applicable).<br/>Basic Defense is calculated as: d6 +parameter +skill_bonuses (all applicable). The parameter used is the same as the one used by the attacker.<br/>Defense against attacks from the back, projectiles and magic is halved (magic does not stack with the others). Shields can provide bonus defense against projectiles and magic that isn't halved. Critical hits double the result of the d6 for Offense.<br/><br/><span style="font-weight: bold">Damage, Armor, Mitigation</span><br/>The third part of attacking is "damage phase". The attacker rolls Damage depending on their weapon. This Damage is always reduced by the target's Armor, which is provided by equipment and exists as a static value. If the target succeeds in their Defense, Mitigation is also used to reduce incoming Damage.<br/><br/>Damage is calculated as: weapon_base_damage + weapon_modifier.<br/>Mitigation against physical attacks is calculated as: weapon_base_damage + weapon_modifier.<br/>Mitigation against magic is calculated as: 1d{MIN} + MIN. <br/>In case of a partial defense, Mitigation is halved. Against non-physical attacks, Mitigation and Armor values are halved. Shields can provide bonus Armor that isn't halved.<br/><br/>Final damage is: damage - mitigation - armor.<br/><br/>There are three types of damage characters can take.<br/>Wound damage is the standard. It directly reduces current HP. It can be removed with healing items and abilities, and recovers when resting by 1d{Physique}.<br/>Cripple damage is the heaviest. It reduces maximum HP (and current HP accordingly). It is taken from critical hits. It cannot be healed by ordinary means, requiring special items, abilities or actions. It can slowly heal with the passage of time.<br/>Fatigue damage is the lightest. Instead of affecting HP, it increases Fatigue, by 1 whenever a character is hit, or by 1/2 the attacker's weapon modifier when no wound or cripple damage is taken (minimum of 1).<br/><br/><span style="font-weight: bold">Fatigue and Exhaustion</span><br/>In combat, a new parameter called Fatigue comes into play. It starts at 0 and increases as characters perform actions. Only minor actions and basic movement do not increase a character's fatigue.<br/>At Turn end, if a character's Fatigue exceeds their Physique, they get a Tired Counter. If the Fatigue exceeds their Physique 1.5 times or more, they get 2 Counters. If they end a Turn with Fatigue below their Physique, a single Tired Counter is removed. If the Fatigue is less than half their Physique, 2 Counters are removed. Ending a Turn with Fatigue equal to one's Physique neither adds nor removes these counters.<br/>As long as a character has at least one of these, they suffer the "Tired" status effect. Should a character end a Turn with 3 of these counters, they are afflicted with the "Exhausted" status effect. When combat ends, all Tired Counters are automatically removed.<br/>Fatigue goes down at the start of a character's Turn by 1 +1 for every 2 Physique above 3 (2 at 5, 3 at 7 etc). It cannot go below 0 by any means.<br/><br/><span style="font-weight: bold">Saving Throws</span><br/>Certain actions and abilities, magical or not, can do more than just damage a target (e.g. poison). In these cases, the target can perform a Saving Throw to try and escape these effects.<br/>Most Saving Throws are a direct clash between two characters, calculated as: d6 +parameter. The parameter used depends largely on the action itself, and is usually the same for both user and target. However, some abilities can allow or force the usage of a specific parameter for either party, as well as provide an alternative value for the target to try and beat.<br/><br/>Spells that cannot be avoided normally (e.g. instant effect) always allow the target to perform a Saving Throw using the greater of their Mind and Perception, with the target value being d6 +caster_Mind. This effectively replaces the Accuracy/Evasion system for such spells, with the same rules.<br/><br/>Spells that cannot be defended against normally (e.g. area of effect) always allow the target to perform a Saving Throw using Mind, with the target value being d6 +caster_Mind. This effectively replaces the Offense/Defense system for such spells, with the same rules.</div></div></div><br/>Okay, so, notable changes are:<br/>1. Fatigue in place of Stamina. Effectively the same, but with "overdrawing" being part of the system.<br/>2. Offense in place of Attack. It used to be a die roll from 1 to the average between PHY and AGI + skill bonus. Now it will be pretty much the same as Accuracy: d6 +parameter (depending on weapon, PHY or AGI) + skill bonus. Also, critical hits provide bonus Offense value (equal to the d6 result).<br/>3. New outcome of Offense/Defense: critical failure, which automatically maximizes damage taken.<br/>4. Saving throws, which are already a thing, are now part of the system.<br/><br/>Since Offense uses more or less the same mechanics as Accuracy, should they use a single roll?