Combat Rules

A typical combat encounter has two or more sides trading a variety of spells and attacks. Although narratively speaking, all characters act at the same time, this is difficult to simulate in a gaming setting. To this degree, in order to keep battles organized, Combat in Eternal Odyssey is divided between turns and rounds, first beginning by drawing Initiative.
Initiative
At the start of combat, all participants draw a card and add their Agility. The GM will then note down the initiative of the various characters, with higher numbers acting first, and lower numbers acting later, creating an initiative order of turns in which all characters are able to act once. When a PC is tied for initiative with an NPC, the PC goes first, while if a PC is tied with another PC, the players can decide who goes first, defaulting on the highest Agility, otherwise the GM decides the order.
Turns and Rounds
Once initiative is set up, the highest initiative takes their turn first, with characters going around taking their turn, following the initiative order. Once the last character in initiative takes its turn, that’s when the round ends and the next round begins, with the first person in initiative order taking their turn again.
Since, narratively speaking, all turns occur at the same time, each turn and round count as the passing of 6 seconds.
Taking Your Turn
On Your Turn, you can take up to 2 Actions, and any action you attempt to take on your turn will always cost you 1 Action. Characters are able to take the following actions:
Actions in Combat 	Actions in Combat
Attack 	When performing an attack, check the weapon’s damage and attribute, then draw the weapon’s damage, adding your attribute and any proficiency you may have with the weapon, to the damage.
Then, the creature will reduce the damage they take by their attribute, and any Guard bonuses they may have to that attribute, for each card drawn.
Example: Hammer (Damage: 2C; Attribute: Physique)
To attack with the Hammer the player draws 2 cards, and adds their Physique (=5), drawing for example:
2,8  >>  2 + 8 + 5 = 15, thus dealing a total of 15 damage
The defending creature has a physique of 3, and is wearing armor that grants it a +2 Guard to their Physique attribute, the damage is then reduced by -5 for every card drawn:
15 - 5 - 5 = 5, thus the creature only takes 5 damage.
Weapons can also be either melee or ranged, melee weapons can only attack creatures within 2-meters of its wielder, while ranged weapons can attack any creature within its respective range, but otherwise work in the same way.
Casting a Spell 	When casting a spell, you must first expend a number of resources (Might, Numen and Fate) from your Gambit, as needed to pay for casting the spell. Then draw the spell’s damage, as indicated on the spell itself.
The damage will also be reduced based on the spell’s attribute, in the same way as the damage from weapon attacks are reduced.
Some spells instead of dealing damage apply some sort of harmful effect, to this degree affected creatures may be allowed a Contest. In a Contest the creature affected by the spell and the caster both draw a card and add their respective attributes, if the Caster of the spell obtains a higher value than the affected creature, the spell´s effect is applied, otherwise the spell fails.
Move 	When you take a Move action, for the rest of the turn you can move a total of meters, equal to your character’s Movement Speed, as indicated on your character sheet.
This movement can all be used all in one go to immediately run up your movement speed, or it can be broken up into sections, making it possible for you to Move Action > Move > Second Action > Move, as long as you don’t move a number of meters above your Movement Speed. If you take this action an additional time on the same turn, you simply add your Movement Speed to the maximum number of meters you can move for that turn.
Disengage 	When you take the disengage action, you spend your action to distract or avoid the enemies close to you, allowing you to freely move out of the melee range of creatures currently engaged on you, without triggering attacks of opportunity.
Dodge 	When you take the Dodge action, until the start of your next turn, you gain a +2 Guard to all your Attributes.
Help 	When you take the Help action, you aid a chosen creature in completing a task, or performing an action, as long as the GM determines that you are able to help. Until the start of your next turn, whenever the creature makes an ability check to perform a task you are helping with, the creature does the ability check with advantage.
Alternatively, during combat you can help a creature attack another creature within 2-meters of you, distracting a target close to you. Until the end of your next turn, the first attack draw against the creature you are distracting, are done with advantage.
Hide 	When you take the Hide action, you must first succeed in an Agility (Stealth) check when you attempt to hide, following the rules found in the Stealth rules section. If you succeed on the check, you become hidden, gaining the Hidden condition.
Whenever you make an attack against a target you cannot see, the attack is made with disadvantage. If, however, the enemy is fully invisible, and you did not correctly target the enemy’s location, you automatically miss.
When you make an attack, whether it hits or misses, you give away your position, losing the Hidden condition.
Ready 	Whenever you wish to act out of your turn, you may take a ready action, preparing for a future event. First you decide what action or event will trigger your readied action, then you choose the action you take in response to that event. This readied action does not count as a Reaction.
You can for example state “Once the goblin moves towards the bridge, ill pull the lever next to me”, or “If the thief tries to run, I immediately close the door”. Once the reaction is triggered you can choose to perform your action, or ignore it.
If instead you prepare the casting of a spell, the spell must have a casting time of 1 action, and you only expend resources and properly cast the spell if you end up using your readied action to cast the chosen spell.
Interact with an Object	You can always use your action to interact with an object in a variety of ways, such as drawing your weapon, pulling a lever, or throwing a rock.
Improvised Action 	Oftentimes the environment or situation requires the characters to perform very specific actions, not covered in this overview of the possible actions. In those cases, the GM determines the appropriate number of actions/duration needed to perform the task.
Many features and abilities may provide additional options for your action usage, and you can always forgo taking any of the actions, doing nothing on your turn.
Reactions
When it’s not your turn you also possess 2 Reactions that you regain at the end of your turn. However, any reaction use comes at the cost of an action on your following turn. Making it possible for you to spend all two Reaction before you take your turn, leaving you with no available actions on your turn.
Category:Rules