Combat Modification

*Note: This page was written by the combat modification's creator, Ezekiel.*

The Combat Modification (formally known as "Ezekiel's Homebrewed Combat Exchange Modification for Avatar Legends") is a homebrewed modification to the existing combat exchange. It serves as a nearly total overhaul of the original combat system.

## Design Goals

The Combat Modification seeks to alter the overall tone and flow of combat to feel more fluid. Its creator cited several supposed flaws with the original combat exchange.

* The original exchange was much more rules-heavy, creating a jarring barrage of information in an otherwise rules-light experience
* Choosing approaches felt awkward and confusing.
* The game's pace would rapidly slow down.
* It created confusion between the purpose of playbook moves, basic moves, and combat techniques, the latter of the three being the only one originally utilized in combat.
* Rare techniques felt unsatisfying when compared to their more common counterparts.
* Upgrading a Learned technique to Practiced didn't feel very significant.

Ezekiel proposed the Modification to address these flaws and create a system that prioritizes fluid motion between actions. The Stance move is specifically called out as being the source of many issues with the original system.

## Modification

The Modification alters how techniques are used in gameplay. Much like how basic moves such as **Rely on Skills and Training** and **Intimidate** require triggers to occur in the fiction, techniques are used after the player character chooses to "strike someone directly." In this way, combat becomes effectively a single, albeit complex move.

### Mastery Costs

The Modification also introduces new requirements in the form of **Mastery Costs**. These are costs that must be paid any time a player uses a technique depending on how well they have mastered it. These costs must be paid each and every time a technique is used. **Mastery Costs** are as follows:

* **Learned**: 2-fatigue and improve it to **Practiced**.
* **Practiced**: 1-fatigue
* **Basic** or **Mastered**: No cost

**Mastery Costs** are *not* a measure of how inherently difficult a technique is to perform. Instead, they are a representation of how smoothly and confidently a player can perform a move they already know. A novice could attempt an advanced technique they have limited familiarity with, but it will still be difficult and awkward. On the opposite end of the spectrum, a master could likely perform their most complex technique with such grace that it would be difficult to distinguish it from all the other things they might be doing. In short, amateur fighters spend more energy concentrating than masters.

### Approaches

**Approaches** and their significance in combat are wildly different. Rather than choose an approach before the technique you wish to use, players choose the technique first. Approaches are then treated more like descriptors for the underlying goal of a technique. Depending on what approach a technique falls under (e.g. Strike and Advance and Attack), the stat you add to your dice roll changes.

* **Defend and Maneuver:** Roll with **Focus**
* **Advance and Attack**: Roll with **Passion**
* **Evade and Observe**: Clear 1-fatigue and roll with **Creativity** or **Harmony**

On a 10+, the player performs their action flawlessly and also receives +1 forward "on their next physical action." If this next action is also a combat technique and the player rolls another 10+, they receive +1 forward again. This means that a player could theoretically maintain +1 forward for an entire fight. You cannot stack these however, as "forward" only affects the very next action.

On a miss, players still perform their technique in the fiction. However, they do not succeed and do not deal any of their intended effects. Instead, a miss is defined as a *negative outcome*, not necessarily a failure to perform the action. This can take the form of their punch not having enough wait, doing the technique slightly incorrectly, or any other way that could explain their failure. If a player is determined to succeed after rolling a miss, they may **shift their balance away from center** to have it succeed.

### NPCs

Whenever NPCs act in combat, they always perform a number of techniques 1 + their balance rating. Each technique happens immediately one after another, leaving the player unable to respond with a move of their own until after the techniques resolve. NPCs cannot use the same technique multiple times in the same flurry of actions.

## Initiative

Initiative is a technically-optional mechanic to better facilitate a sort of turn order in an otherwise vaguely defined system. It is considered optional as Initiative really only provides the language needed for GMs to understand who gets to act next. It is considered only "technically" optional because, regardless of what they may choose to use instead of Initiative, players will still establish who gets to respond with moves of their own, even if it is in their own ad hoc way.

Initiative describes who has the upper hand in a fight or is otherwise the most aggressive at that moment. Initiative is binary, you either have it or you don't, and only one person can have it at a time within a fight. In this way, try and think of Initiative as a sort of "talking stick" for combat. In short, the person who has Initiative is the one *doing something*. After using your Initiative, you give it up to your opponent(s) and vice versa until the fight ends. It is ultimately the GM's decision who receives Initiative at any time.

At the beginning of combat, try and determine who is the aggressor at that current moment. The person who is most likely to land the first blow almost always receives Initiative. In cases where a player and NPC are going head-to-head with no clear aggressor, the player always receives Initiative.

### Player vs. Player

Player-vs-Player combat operates in much the same way as it does against NPCs. At the start of combat, establish who should receive Initiative. Many times, this is fairly obvious under the existing system. However, in head-to-head clashes with no clear answer, the GM ultimately decides who goes next.

### Player vs. Multiple Players

In the event that combat breaks out between multiple players, Initiative is initially decided as normal. However, Initiative is awarded to *sides* of the conflict, not individual players. Players on the side with Initiative decide among themselves who goes next. Once a player uses their side's Initiative, the opposing side receives Initiative.

## Alterations

The Combat Modification requires certain changes to be made to a small number of different techniques and playbook moves. These changes are listed below.

## FAQ

**Q: If I perform a Practiced Evade and Observe Technique, does that cancel out the Mastery Cost? If I would be knocked out for taking 1-fatigue, can I still do it?**

A: Yes to the first, No to the second. Evade and Observe techniques are inherently designed to allow players to tactically disengage with combat making them much less risky to perform. However, you can't use the technique if you would be knocked out due to Mastery Costs.

**Q: If I receive +1 forward for rolling 10+ in combat and also receive +1 from something else, does this mean I now get +2 on my next roll?**

A: Yes. All existing modifiers are still active. Keep in mind that you will no longer have this buff afterwards, regardless of if you want to use it or not.

**Q: If I roll a miss for a Learned technique and opt *against* shifting my balance, do I still pay the Mastery Costs? Do I still get to move it to Practiced?**

A: Yes to both. Before rolling, you should always do what the Mastery Costs demand. Missing on a roll does not mean that you did not do the technique, it means that you didn't do it well enough to get the desired result. You have also still practiced the move regardless of the outcome.

**Q:** **How do surprise attacks or "sneak attacks" work in the new system?**

A: Sneak attacks do not use this system. They should typically be handled using Basic Moves. If the attack fails or you otherwise find yourself in combat after a sneak attack, then you should move to the combat rules.

*Creator's Note: The rules on surprise attacks are made to eliminate unnecessary busywork for the players. It is most definitely possible to use the Combat Move for sneak attacks but it requires more work than a single Basic Move.*

**Q: When is a player knocked out?**

A: Immediately. Once a player has filled their fatigue and condition boxes, they cannot fight anymore. The GM may allow the PC one final action before having the character out of the scene for good if they wish.

## Links

* Original SRD

1. ↑ You may choose to still award Initiative to individual players if you prefer but it is not recommended.