All of the information you need to start your journey in Tenebris Realm!
TR has developed its own, unique, system for combat that aims to be as simple to understand and play a possible. The combat system is separated into Physical and Magic combat, each with their own distinct systems for rolling and determining damage.
Combat begins with a declaratory action that is either an attack, defensive reaction, or buff. It is important to note that HEALING does not cause a combat sequence, as it can be used outside of combat.
In a 2 person engagement, the sequence would start as follows:
Person 1 Action (attack, defense, buff), which includes:
Roll a 1d20 for your attack. A standard pass is DC10 for actions (both physical attacks and spells), unless your GM or some other factor states otherwise
➡ 10 or higher, standard action roll for damage or healing if applicable.
➡ 2 to 9, a weak attack. Roll 1 combat dice. Spell casts fail.
➡ 1, the attack misses.
Person 2 takes damage and then reacts by either:
The instance goes on until both parties agree or if 1 person flees.
It is important to note that defense is not inherently built into this system. Armor classes (which will be released later on), will provide a bonus to Resilience, thus increasing your HP. This is to keep the rolling sequence brief as well as to avoid a massive amount of statistics and requirement for economy.
Read more on the different attack types and associated mechanics below: