Looking at the old notes that I used to write the previous post, I realized that getting hurt while attacking could be used in another interesting way.
What if getting hurt is the condition that, if fulfilled, ends your turn? And if we go in that direction, what if doing something that does not hurt anybody also ends your turn? What if what starts the combat-loop is just someone doing damage to anyone?
This, in my mind, helps to tie together the sub-system of combat inside an overarching mechanics, putting on it an “on/off” condition that is directly related to the desired end-state of combat, doing damage. So if you want to do things without doing damage, you have to go outside the combat-loop or sacrifice your initiative in combat to do them.
In this “theater of the mind combat system” I use conditions, so maybe you should have a look at this post if some things are unclear to you in what follows.
Turns in combat + actions as movements + zones of combat + speed and item slots.
The combat loop
If someone does damage to someone else, a combat begins.
Players always have the first turn. Your CHArisma sets the order between players.
You can attack or act until you get hurt in combat, by loosing HP or getting a condition (you receive damage if the defensive opposed rolls is higher than yours; Damage received = Opposed-defensive-Roll – Your Roll
)
, or until what you do doesn't hurt anyone.→ Note that only if you get hurt in your turn an adversary gets to act. You can always decide to attack and then do something that does not hurt anyone, ending your turn without triggering an attack from an adversary. This ensures that the next turn goes to the next PC.
If a player gets hurt in its turn, then an adversary can act.
Adversaries will hack into your body until they get hurt.1
Then the next player takes their turn.
Ranged attacks
Ranged weapons are superior in combat, as you can’t get hurt attacking with them.
However,munition and arrows are spare.Youcanreach in one actionanyone attacking you with aslingshot or a throwing weapon.You needtwo actions to reachsomeone attacking you with anarquebus, a bow, or a crossbow.If you are attacking someone with an arquebus, a bow, or a crossbow, they are at two actions from you. If they want to attack you with a slingshot or a throwing weapon they have to move one action to close the distance.If two characters are exchanging ranged attacks, they are at one action of distance if at least one of them is using a slingshot or a throwing weapon. They are at two actions of distance if both are using an arquebus, a bow, or a crossbow.Mounted in horseyou canreach in one actionanyoneattacking youwith a ranged weapon.If someone isthree or more actions awaythey areout-of-reach for any weapon.
Ranged attacks (simpler)
Ranged weapons are superior in combat, as you can’t get hurt attacking with them.
However, munition and arrows are spare.
You can use them only if:
Is the first round of combat.
Every adversary is engaged in close combat with someone of your band.
→ Ranged weapons are deadly but slow to use. You have no time to shoot with a ravenous adversary running towards you. Make your first shot count.
You are in an unreachable position.
→ On top of a steep cliff shooting downwards, on top of a building without stairs, at the other side of a furious river, or in any place where an adversary can’t make a run to hack into you etc…
Stunts and fleeing from combat
If you try to do a stunt to do more damage, you are acting in danger, by using your DEXterity.
You have to roll to check if you get hurt by doing your stunt.
Damage by trying to do a stunt = (1d20 + DEX) - DC_stunt
If you get hurt, it is no longer your turn, and you failed doing your stunt.
If you succeed, you can:
Force a condition in someone in close combat, hurting them.
Use your stunt to attack with advantage, on all your next turns, one adversary in close combat, until the advantage that your stunt granted you ends.
If you try to flee from close combat (melee) you are reacting against danger, by using your DEXterity.
You have to roll to check if you get hurt by trying to flee:
Damage by trying to flee = (1d20 + DEX + Weapon/Shield Die) - Opposed attack Roll
If you get hurt, it is no longer your turn, and you failed to flee.
You can hunt someone fleeing out-of-reach in one action if your number of free item slots + your DEX modifier is greater than theirs. You have to flee towards them to hunt them down, and when doing so, you get out-of-reach to anyone you left behind.
This is something I use in a particular setting where brutality and violence are the default state of the adversary encountered by the PCs. However, it could be dismissed.
I updated this post with an easier approach to ranged attacks, as I tried the old version and it didn't work smoothly. In fact, the old version made everything more cumbersome. (I left the old text as strikethrough).