Combat and health

Basic Combat

* Initiative: When conflict begins, all participants roll 1d20 for initiative. Characters’ turns go in order from highest to lowest roll.

* During a character’s turn, they may attack or defend.

## Attacking

Your basic unarmed attacks (like punches and kicks) deal 1 damage. Most common weapons, like swords and bows, and Worldweaving deal 2 damage. Unique weapons deal 3 damage (discuss with Toasty whether a weapon would be considered Unique or not).

### Rolls 1D20

* 1-5: The attack fails and the victim may counterattack.
* 6-12: The attack will land, but the opponent can react to it in the form of an attack or defense roll (unless they are already defending, in which case compare rolls). If the opponent also rolled a 6-12 attack, both combatants damage each other. If the attacker is executing a counterattack, treat this roll as a 13.
* 13-19: The attack lands. When the second person makes their roll after reacting, if they roll a 13-19, the first person’s roll between 6-12 is invalidated.
* Natural 20: A critical hit! Your damage is doubled!

### Universal Factors

* Proficiency Bonus: Your character is proficient with their means of offense. Add +2 to your chance to hit roll if your character is proficient with their weapon.
* Counter Attack: When a character rolls 5 or below, the target’s next chance to hit and damage has +2.
* Sneak Attack: Your character gets the jump on their foe. Act first and add +2 to your chance to hit and damage.
* Advantage: Roll 2d20. Take the higher roll.

## Defending

Roll 1d20 to see if your character successfully dodges/blocks an incoming attack before damage is calculated. After rolling, your character’s attacker’s roll is compared to your own. If their roll is:

* Less than or equal to: The attack fails. The defender can take an action with advantage.
* At least 2 above: The attack fails, but the defender’s turn is skipped. If the attacker makes another attack roll and fails again, the defending character may take an action with advantage. If the second attack succeeds, the damage is halved.
* More than 2 above: The attack’s damaged is halved.
* Natural 20: The character fails to protect themself and sustains critical damage.

Each defense action, regardless of outcome, will reduce the dice you roll by -2, down to a minimum of 1d11.

* Proficiency Bonus: Your character is equipped with a means of defense. Add +3 to your defense roll.
* Critical Hit: A critical hit cannot be blocked.
* Heavy Armor: Reduced Damage by 30% when defending (50% towards weaving if armor is made of Erubium), -2 to using pyro, hydro, and aero weaving.
* Light Armor: +2 to dodging, Take 1 additional damage from physical attacks.
* Advantage: Roll 2d20. Take the higher roll. OR, the defending character can flee from the battle.

## Combo Attacks

Combos allow characters to attack multiple times in a single turn. Combos can be earned by satisfying the condition of the character’s Combo Style.

Once earned, the combo may be executed on the character’s turn. After the combo ends, the character goes into Combo Fatigue for their next turn, during which the character cannot execute a combo nor can they earn progress towards their next combo.

### Combo Styles

* Astute: After 4 turns, execute a 4-length combo. Receive +2 towards hit rolls during the combo.

* Blitz: After 2 turns, execute a 2-length combo.

* Opportunist: When the opponent is down to 50% health, execute a 3-length combo.

* Retribution: When this character is down to 33% health, execute a 3-length combo. Receive +2 towards hit rolls during the combo.

* Frenzy: When the conflict begins, execute a 3-length combo. Receive +1 towards hit rolls during this combo.

* Momentum: After rolling 13 or above twice in a row, execute a 3-length combo.

* Compensation: After rolling 8 or below twice in a row, execute a 3-length combo. Rolls of 10 or below are ignored during this combo and can be rolled again once.

* Retaliation: When the opponent rolls a 20, execute a 3-length combo. Receive +5 towards hit rolls during the combo.

* Equalize: When an opponent does a combo, execute a combo of equal length. Receive +2 towards hit rolls during the combo.

### Combo Misc.

* Rolling a 5 or below during a combo will end it instantly.
* Characters may only use one Combo Style at a time. Characters are NOT required to have a Combo Style, but it will mean they cannot execute combos at all.
* Make sure to announce which Combos Style you are using when combat first begins.

## Health

All player characters have a base HP of 15. Bosses can have HP between 20-50, Mini-Bosses have HP between 15-25, Grunts can have between HP of 7-10, and Commoners have a base HP of 2.

Health is a critical factor in your characters day-to-day activity, and therefore, they have a wide variety of options to regain their health. These options include, and are limited to: food, rest, and items.

### Food

* Food comes in four categories and can be brought along with you or bought at/bartered for at **market stalls** or **inns/taverns**. The four categories are Sn(Snack Meal), S(Small Meal), M(Medium Meal), and L(Large Meal). Each meal gives a base stat of Hp, which is done by 3 Hp, 5 Hp, 7 Hp, and 10 Hp respectively. These stats are listed beside menus in inns/tavern descriptions or market stall descriptions.

### Rest

* Resting can be done in two different forms: **Rest Turns** and **Deep Rest**. Rest turns have a requirement of the character being **immobile**. Like in conversation, each person has a turn and they go back and forth with it. While immobile, like laying in a bed or under a tree, for each message sent combined by both or characters, they heal one Hp.

* For example, if character A is at 5 Hp, and character B is at 7 Hp, then to heal both to full 15, the two characters combined will have to send a combined amount of 8 messages for character B to heal to full, and 10 for character A to heal fully.
* Deep rest is a message sent that mentions the state of rest and the character is not active for a period of time.

### Items

* Items are an umbrella term for a multitude of healing equipment. Items include potions–including non-healing potions–herbs, first-aid kit equipment like gauze, and so forth.
	+ Gauze(Band-aids) heal 4 Hp (+2 for first-aid proficiency)
	+ On a 1D20, gives the following effects: Lesser Healing 2-4 (3 Hp), Healing 5-9 (6 Hp), Greater Healing 10-14 (9 Hp), Superior 15-19 (12 Hp), Supreme 20 (15 Hp)
		- With a proficiency in medicine or potion making, add a +2 to roll

## Fleeing

Fleeing from combat is possible but wastes a turn each time you attempt to flee, in the case you fail. Fleeing chances come down to the highest level of enemy currently being faced. You role a 1d20 to see if you escape the combat.

* Bosses: You must get a 15 or higher to flee this enemy.

* Mini-Bosses: You must get a 10 or higher to flee this enemy.

* Grunts: You must get a 5 or higher to flee this enemy.

* Commoners: You must get a 2 or higher to flee this enemy.