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Combat is a fairly simple construction for Aegle Waygate, divided into rounds of combat. Generally speaking, a round is considered to be about 30 seconds of game time. Combat begins when the host calls for initiative to be rolled. Initiative is a roll that determines who attacks in what order. This is determined by rolling 1d10. The lower number goes first At the time of the initiative roll, the host will also roll a d10 for each of his NPC's individually, or as a collective depending on host preference.

Initiative can be either a "set" or "floating" type. Set means initiative is determined once and the combatants simply attack in turn and use the same initiative at the beginning of every new round. Floating Init means inititive is rolled at the beginning of each new round to determine who attacks in what order. During quests and duels the host will determine which initiative rules to use and will inform you of such.

Should your character achieve an initiate roll of 0 or less (possible with a low roll and various skills) then that character goes before all other participants and is granted a preemptive bonus, receiving 1 extra attack for that round.

During your turn, you will be able to do any of the following actions:

1: Attack physically
2: Cast magic (either offensively or defensively)
3: Use skills (how many depends on the type of skill involved, and whether they can mesh together properly. Generally only one skill can be used per turn, but a second can be added if it is reasonable or otherwise stated as possible)
4: Flee

While these are by no means the only options available, they are the most common selections offered during events and quests. Freeform is always welcome to a degree, and adding in creative details and scenarios should be smiled upon in game. As a general rule of thumb, it's good to feel a situation out and try and act within it. A host reserves the right to negate a players actions if they are not realistically possible (I.E. Running 100 yards in 30 seconds, with enough time to spare to swipe at a thieves head and trip a purse snatcher).

Combat: Pratical Example
The following example is a combat round between Bob, who has an accuracy of 23 and a defense of 6, and a Joe who has an Accuracy of 10 and a defense of 12.
Host> Roll Init
Bob> `roll 1d10
Joe> `roll 1d10
GameServ> Bob rolled 1d10: 5
GameServ> Joe rolled 1d10: 5
Per the example above, Bob wins the initiative so he attacks first.
Host> Bob's turn first, Go ahead.
Bob snarls at Joe, feet quickening as he unleashes his shortsword from it's sheath. A quick swipe taken at the man's chest in order to test his skill. (Bob's Accuracy: 23 vs. Joe's Defense: 12)
Bob> `roll 1d20 (11)
GameServ> Bob rolled 1d20: 12
Bob misses!
Host> Joe's turn!
Joe> Manages to duck away from the swift swipe at his body, spinning deftly away in order to build momentum for his mace's swing. Hoping the missed strike would leave Bob off balance, his mace attempts to connect into his mid-section.
Joe> `roll 1d20 (5)
GameServ> Joe rolled 1d20: 5
Joe's mace hits, and so he rolls the damage of his weapon!
Joe> `roll 1d8
GameServ> Joe rolled 1d8: 6

The above example would then complete a single round of combat, with Bob being forced to take 6 points of damage from his total health (not including armor soak, which will be covered in the Armor Types section) and combat continuing, returning to Joe's turn until a victor is decided.

In combat, attacking is always rolled against a 1d20 roll, and the true accuracy is determined through simple subtraction. The attacker takes their base accuracy, minus their target's defense and the resulting number is what their true accuracy is in regards to that specific opponent. There is no cap on base defense or accuracy, and so there is always more room to grow in these two statistics. That said, there are caps to the 'true' accuracy one can attain against a specific target, referred to as 'Prime' Accuracy and 'Maximum' Accuracy.

Prime Accuracy: Unless otherwise stated in skills or bonuses, everyone's prime accuracy is '5'. This means that no matter how high an opponent's defense happens to be, you will always have at least a '5'. Skills that override or change Prime Accuracy will specifically state so in their description as a change to Prime Accuracy.

Maximum Accuracy: Unless otherwise states in skills or bonuses, everyone's maximum accuracy is '18'. This means that no matter how high your accuracy gets, you will never be able to have greater than '18' for your attack roll. Additional points of accuracy beyond this point are only useful in negating additional defense points of stronger enemies, or in certain skills or situations. Any bonus effecting a character's maximum accuracy will be stated specifically in the description as a change to Maximum Accuracy.






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