Shattered Wilds

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Rules - Combat

Encounters

Robbing the definitions of Encounter and Exploration Modes directly from Pathfinder 2E:

When every individual action counts, you enter the encounter mode of play. In this mode, time is divided into rounds, each of which is 6 seconds of time in the game world. Every round, each participant takes a turn in an established order.

In order to start an Encounter, all participants must first roll an Initiative (= [[Stat_Agility | Agility]] + [[Stat_Awareness | Awareness]]) (a special type Contested Check that is fully passive). As a courtesy to the Players, ties are decided in their favor.

Participants who are not surprised start their first round with 4 Action Points (AP). AP can be used to perform Actions during the participant's turn or to use Reactions at any point. They are refreshed at the end of the participant's turn. That means users do not need to decide whether to "save" AP for reactions.

Often, battles involve leaving all opponents Incapacitated, which causes the urgency of the turn-based structure to end (and allows the winning force to decide the fate of the losers). When a creature becomes Incapacitated, they are not dead, nor dying - rather they are fully exhausted of some or all of their resources, and thus unconscious and helpless. At that point, they could be executed with a Coup de Grace, or they might incur Consequences (a more permanent type of damage). Vitality, Focus and Spirit Points can be fully restored with a Short Rest, while Consequences might require more involved treatment.

Typically, while on combat, Attacks by other creatures cannot incur Consequences directly until the target is Incapacitated, but rather the battle represents a back and forth of non-lethal attacks depleting resources (points) and maybe causing temporary Conditions. However, certain scenarios such as traps or environmental hazards might cause Consequences even if the target is not Incapacitated.

Actions

Actions are the fundamental building blocks of combat and interaction in Shattered Wilds.

Each character has a limited number of Action Points (AP) per turn that they can spend to perform actions (including reactions).

Type: Movement

These are actions associated with movement, and can take several forms. All movement forms can move at least 1 Hex, regardless of the character's Speed. Unused movement cannot be saved for later.

-- TODO: difficult terrain

Movement Actions

Type: Attack

These are actions in which the intent is to inflict damage (either to VP, FP or SP) to an opponent. Attack Actions are an active contested check against the target's Defense (which depends on the nature of the Attack).

Attack Actions can be either Basic or Special. Basic Attack actions are always an Attribute Check (STR or DEX for Physical attacks or the Spellcasting Attribute for Spell Attacks) contested by the target's Realm as Defense (for example, a STR check against a target's Body). Basic Attacks typically cause one damage when they succeed, and Shifts cause extra damage points.

Special Attacks are contested against specific Skills, depending on the nature of the attack. Special Attacks might cause other effects, such as Conditions, and also cause damage.

Attack Actions

Type: Reaction

These are actions that can be taken at any time in combat, often in response to a specific event or situation. Unlike other systems, a character can take as many Reactions as they want, as long as they have the AP to afford them.

Since your AP is replenished at the end of your turn, you do not need to decide whether to "save" AP for reactions.

Reaction Actions

Type: Miscellaneous

These are actions that do not fit into the other categories.

Miscellaneous Actions

Type: Meta

Turns in Shattered Wilds are very reactive due to the higher possibility of Reactions to act as interruptions. However, there are still a few meta-options to change or interact in more direct ways with the turn ordering.

Meta Actions

-- TODO: find a place to cover Cover

Basic Cover

When there is not a clear line of sight for a ranged attack, there are enemies or allies in the way, or the target is adjacent to a wall, you automatically benefit from Basic Cover against ranged attacks.

Basic Cover can be:

Conditions

Conditions are temporary effects that can be applied to characters during Encounters and other situations. They represent various states of impairment or advantage that affect a character's capabilities.

Conditions can be caused by various sources such as Actions, spells, environmental hazards, or other game effects. Some conditions last until the end of the affected character's next turn, while others can be cleared with a Action.

Conditions

Consequences

Consequences are longer-term harms and injuries incurred to creatures that do not get cleared on a simple Short Rest. Consequences involve a specific penalty and specific ways to treat it (normally this can take a longer amount of time). There is not a set number of Consequences one can have, though as they start to severely debilitated, you might incur the ultimate Consequence: Death.

Consequences