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In Tales of Nimoria combat is divided in turns which are divided in 4 phases which can be taken interchangeably, these phases are your Action, Bonus Action, reaction and Movement. All phases of your turn in combat will be explained below.


Action

Your action is the main thing you do on your turn, it is your big boom, flair or aid to another. In game or shortened ability descriptions actions could be referred to as {A} to keep it short if needed.

Examples of actions include but are not limited to;

  • Attacking

  • Dashing

  • Disengaging

  • Bracing

  • Using a leveling feature

  • Using an item on another entity

  • Using a Bonus Action

Movement

The most straightforward part of your turn is your movement, each character has a set amount of movement which could be affected by your dexterity score, the armor you wear, spell effects, martial feats or miscellaneous items.

The base movement of any character is 8 blocks per turn, the main way that this will be altered is by your dexterity score which will be touched on later.

Bonus Action

Your bonus action is a little extra that you may take on each of your turns, this might not be much but can help you within combat. In game or shortened ability descriptions bonus actions could be referred to as {BA} to keep it short if needed.

Examples of bonus actions include but are not limited to;

  • Drawing a weapon

  • Stowing a weapon

  • Using a leveling feature

  • Using an item on yourself

Reaction

Potentially the least common of the phases of combat but also the only one you can use outside of your turn is your reaction. As the name states your reaction is.. well.. a reaction to something happening around you!

Examples of reactions include but are not limited to;

  • An attack of opportunity

  • Using a martial feat


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Combat can be initiated in one of two ways, either a fight starts and every player rolls a D20 for the initiative order (an initiative roll) or someone attacks someone or something else suddenly and they get a single attack in, after which initiative is immediately rolled for all participants present.


Joining and Leaving During Combat


Joining in an ongoing combat is possible, if someone chooses to do so they automatically get placed last in the initiative order and join in from the edge of the room or 30 blocks away, whichever is closest. However if the fight has lasted for either 20 minutes or for 5 rounds any participant may choose to disallow new participants to join in to avoid combats lasting forever.

Leaving an ongoing combat is possible as well but certain conditions have to be met to do so and those are as followed;

  • It has to be your characterโ€™s turn.

  • Your character has to be at least 30 blocks away from the nearest non-allied character.

  • Your character cannot have been damaged in the 3 rounds prior to this one.

If these conditions are met someone may choose to leave the combat, otherwise as long as all participating players agree or an overseeing event, mechanics or moderation team member intervenes anyone may leave the combat at any point.

Lastly someone could be dragged into an ongoing combat against their will, this happens if they are targeted by an attack, spell or any other ability. In this case they get placed in the turn order right after the current ongoing turn and are counted as a participant of the combat the moment the attack, spell or ability is used.


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Strength

Strength is the stat that dictates pure force, pushing, pulling and carrying but also things like most physical attacks. All melee attacks can be made using the strength stat and some things like armor and heavy weapons require a certain amount of points in strength or certain negative effects will be applied when wearing/wielding them.

Dexterity

Dexterity is the stat that dictates how agile something is, both accurate motions with someone's hands and ease of moving around.ย All ranged attacks are made using the dexterity stat, melee weapons without the heavy property may use dexterity instead of strength for their attacks.

Constitution

Constitution is a simple stat, it mainly dictates the maximum hit-points of a character and depicts their fortitude, constitution is used to resist poisons or resist certain mentally straining effects.

Arcane

Unlike many systems that have certain mental stats such as intelligence or wisdom we opted out of any stats that could be seen as defining a characterโ€™s mental capability. Instead we have the arcane stat which purely dictates the magical affinity of a character.ย 

Built to work with the basics and dictating the outcome of most actions are the stats, each character has 4 stats which are Strength, Dexterity, Constitution and Arcane. These stats all start at 7 which is the lowest value they can be and they can go up to 14. Every character gains 14 points that they can split amongst these stats in any way they wish to do so.

Each stat dictates a certain modifier that gets applied to any roll made with that stat, these modifiers are as following;

Stat Value

Modifier

7

-3

8

-2

9

-1

10

0

11

+1

12

+2

13

+3

14

+4


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Hitpoints or HP determine how long a character can endure damage for until they fall unconscious or outright die.ย 

These hitpoints are determined by the constitution stat of a character, to determine your characterโ€™s maximum hitpoints you add double your constitution modifier to 32. For ease of use and calculating you could refer to the table on the right.

Whenever someone's HP goes down to 0 they fall unconscious and cannot be brought back to consciousness during a fight. This means that theyโ€™re out of the fight and also at risk of dying, death of a character however can only happen through consent of the player behind the character or enforcement of certain staff with a warning given beforehand so that players may avoid that outcome.

Constitution stat

Constitution modifier

HP

7

-3

26

8

-2

28

9

-1

30

10

0

32

11

+1

34

12

+2

36

13

+3

38

14

+4

40


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Movement

Every character can move a number of blocks per turn equal to 8 plus half their dexterity modifier (rounded down). This can be altered by not meeting the strength requirement of the armor youโ€™re wearing, being affected by a spell, dashing, a martial feat or using an item.

Movement can only be reduced to a minimum of 2 blocks per turn unless it is specifically set to 0 blocks per turn. Movement can only be doubled or halved once at a time and if both are applied to a character they arenโ€™t affected by either. If a characterโ€™s movement is doubled or halved then this is applied after any other modifiers have applied to that characterโ€™s movement.*

  • For example, a character is affected by a spell that adds +2 to their movement and their movement is halved then that +2 to their movement gets applied before their movement is halved.


Attacking

At the start every character can make one attack with a weapon theyโ€™re wielding per attack action. To hit a target within range with an attack they need to roll a D20 and add either their strength or dexterity modifier to the result depending on the weapon theyโ€™re wielding, the attack hits if the result is equal to or higher than the targetโ€™s armor class or AC. The base AC of any character is 11, this can be altered by wearing armor, wielding shields, being affected by a spell, a martial feat or a background trait.

Certain weapon properties can alter the outcome of an attack roll by either increasing or decreasing the result depending on certain conditions.

Attacks can be melee or ranged, by default weapon attacks are melee unless the weapon has the Ranged property or is thrown with the Thrown property. A ranged attack roll is made with a -3 modifier on the roll if the target is within 3 blocks of you.

Some effects from spells, martial techniques or creatures require you to roll a saving throw to avoid their effects rather than the source requiring to roll an attack roll. For this you roll the required stat and try to roll equal to or above the DC (difficulty challenge).

Effects Of Water

Being in water influences the flow of combat, mainly when it comes to moving around and attacking but drowning also comes into view here.

Whilst in shallow water (1 block deep max) your movement is decreased by -2 blocks.

When in deeper waters your movement is halved and every attack is made with disadvantage. Additionally movement also counts vertically.

A person can hold their breath for an amount of rounds equal to 4 + their constitution modifier (thus a minimum of 1 round and a maximum of 8), after which they start taking xD2 damage per round where x is the amount of rounds theyโ€™ve stayed under water without air.


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Apart from attacking which was explained in its own section above there are other things someone could do with their action, bonus action or reaction. Some of these will be explained below here.


Actions

Dashing

  • When taking the dash action you may move additional blocks equal to your current movement speed (also altered by outside effects).

Using an item on another entity

  • As an action you may use an item you have on you on another willing creature.

Grappling

  • As an action you may attempt to grapple another humanoid creature within 1 block of you. To do so you make a Strength attack roll, applying the grappled condition until the end of your next turn.

    You may attempt to grapple a target in place of an action attack if you have two attacks per action.

Disengaging

  • When taking the disengage action you may move outside of the melee range of other creatures using your movement without triggering an attack of opportunity from them.

Climbing on a mount

  • As an action you can get onto a mount.

Prepare action

  • As an action you may prepare an action which will be acted outย as a reaction to a specific condition being met before the start of your next turn. The condition must be set when you take this action.

Bracing

  • When taking the brace action your AC increases by 1 and you reduce any damage coming from direct attacks by 1 until the start of your next turn.

Using an additional bonus action

  • You may take any bonus action as an action instead.


Bonus Actions

Taking an item

  • As a bonus action you may take a hold of an item you have on you or that is lying next to you as long as you have the empty hand(s) to take it.

Stowing an item

  • As a bonus action you may stow an item that you are holding in your hands.

Using an item on yourself

  • You may use any item that you have on your body on yourself as a bonus action. If you have a free hand you do not have to draw the item beforehand.

Getting off a mount

  • As a bonus action you can get off of a mount.


Reactions

An attack of opportunity

  • Whenever a creature moves outside the range of your melee weapon you may make a single melee weapon attack as a reaction before they leave the range.