Combat Mode
Sometimes opponents cannot be reasoned with, making physical combat an inevitable outcome. That is where Combat mode begins. Some combats might be a brawl between rowdy tavern patrons, a duel between two rapier-wielding nobles, or a shoot-out of bows and crossbows over long distances. Regardless, the same combat rules can be used for any of these types of encounters.
Combat Mode can be used for more than just a fight to the death. It might include non-lethal brawls with punches and grappling, social conflicts where people spar with insults and deception, or encounters with unnatural fear-provoking phenomenon.
Combat Rounds
Combat is divided into rounds, which represents an abstract amount of time in the game world, anywhere from a few to many seconds. each combat round, each participant gets one turn. During their turn, each participant gets to take one combat Action and may take one additional
Rolling Initiative
When it becomes clear to the GM that a combat is about to take place, they must first ask all participating players to roll for
d20 and adds their character’s Reflexes Rank to the result. The GM also rolls Initiative for each of the NPCs involved in the combat. The GM can roll for each NPC individually or they can roll for each group of similar NPCs. The GM will then ask each player for their Initiative result and tally these numbers with the NPC results.
The PC or NPC with the highest initiative result goes first, taking their full combat turn (or choosing to
After all participants have taken their combat turn, a new combat round begins. Each participant rolls Initiative again, creating a new, randomly determined turn order for the next combat round.
Alternative Initiative Options. If you dislike the idea of rolling initiative every round, you may instead roll once for the beginning of combat and use the same turn order each round. This change makes combat more predictable and generally easier for the PCs to plan their moves. However, it also tends to make combat less exciting.
A standard set of 54 playing cards can also be used for initiative. Deal a card to each participating PC and NPC. Order goes from Jokers to Ace down to 2’s, ignoring the card’s suit. In cases of a tie, the character with the higher Reflexes Rank goes first. Simply collect a player’s card after their turn. It makes it quite easy to see who has yet to go this round. At the beginning of each round, deal out a new set of cards. This alternative reduces the importance of Reflexes on initiative but can be quite fun for players that enjoy using playing cards in their games.
If a participant chooses to
Combat Actions
Many combat actions have the
Movement
Movement in World Saga is measured in squares, assuming that players are using a combat grid composed of squares to represent 5 feet (or 1.5 meters). You can also use a hexagon grid for combat (treating each hex as 1 square); or go completely freeform and use ruler measurements with miniatures (using 1 inch or 25 mm for each square).
Moving diagonally is more complex on a square grid. For every second square of movement diagonally taken during a character’s turn, it costs one extra square of movement. If you are using a hex grid, movement is restricted to the six directions and this diagonal rule does not apply. Likewise for freeform movement.
During a character’s turn, a character may make one
Move Actions: Balance, Climb, Crawl, Dive Prone, Jump, Shelter, Stride, Swim.
Special Circumstances
Difficult Terrain: The GM determines if any square on the battle-grid contains terrain elements that interfere with movement. These squares are called Difficult Terrain. It costs one additional square of movement to move into a square of Difficult Terrain. Examples of Difficult Terrain include underbrush, jagged stones, or loose gravel. Narrow, uneven, or otherwise slippery surfaces might also require the character to
Non-Lethal Attacks: Sometimes you may want to subdue and knock a foe unconscious rather than kill them. Any character can choose an Attack Test to be non-lethal. Non-lethal Attack Rolls suffer a -2 untyped penalty unless the weapon has the
Resilience Test, or they are immediately knocked unconscious.
Shooting in Melee: If a character attempts a ranged attack (e.g.
Surrounding Bonus: If a Defender is Engaged in melee with multiple enemies, each Attacker who is Engaged with them gain a +1 situation bonus per additional ally (maximum of +4) on their Attack Roll for any action with the
Detection and Hidden
When known opponents are Hidden, a character must attempt a
If an opponent’s presence is completely unknown, and they are undetected by the character, the character cannot even attempt a
Concealment and Cover
A character has
Cover: A target is obscured by about one-half their size. This might be caused by standing behind a waist-high wall or barrier or large window, from standing behind a narrow tree, or attacking through the corner of a building. Cover causes a Bane to Attack Rolls on Attack Tests against the character behind cover. Characters also receive a Boon to
Greater Cover: A target is obscured by about three-quarters their size or more. This might be caused by laying prone up on a higher ridge, or from standing behind an arrow slit or small window. Greater Cover causes 2x Banes to Attack Rolls on Attack Tests against characters behind greater cover. Characters also receive 2x Boons to
Fear Tests
Sanity and fear are a core component of the game and are represented by
A Fear Test is a Basic
or Complex
Resolve Test. Failure usually results in the character taking Courage damage. A horror-based game might have the character lose 1 point of Courage even if they succeed on the test.
