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Combat Primer

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For the purposes of this document, we are referring to each section of this order of operations as a ''Combat PhasesPhase''; we are using the above, with some expansions to account for things such as Discipline activations or determination of the necessity of combat. We refer to the whole as the ''Combat Turn''.
====The Combat Turn=========Phase 0: Precombat/Mediation=====
If combat can be avoided or simplified it should be. This determination should come from a couple of basic questions:
* Is there a risk to the PCs involved?
If no Mediation can be come to, Conflict continues as follows.
=====Phase 1: Declaration and Movement=====
Characters declare their basic actions and intents for the round of .
If you have questions about whether something should happen during this phase, ask a Storyteller..
=====Phase 2: Conflict=====
This phase is the ‘core’ of V5 LARP combat, but should resolve fairly quickly assuming everyone is organized. All movement positioning is now complete, and most Minor Actions should be completed by this time. A few notes about conflict:
* Rouse Checks: Rouse Checks are performed when they are required by an action that uses Rouse Check. As a reminder, you may do a Rouse Check once per turn per each thing that requires a Rouse Check. For example: