Skip to main content

Solar Blades & Cosmic Spells - Combat Procedures - Part I

These images are licensed under a Creative Commons Public Domain License

Combat is obviously a big part of any game that involves adventuring. Not because it's the part where it's focused on, as many make the mistake to assume, but because it's the part we cannot resolve without rules. You can't roleplay combat. Not to mention, it's the part the stakes are usually very high and the potential for impact is great (what's impact? Check out this great post by +Arnold K.).

So, what follows is part of the combat rules for Solar Blades & Cosmic Spells. It's similar to how SS&SS handles it, but with some tinkering.

The Role of Combat


Even though the Universe is dangerous and violent, the Overlord should try to offer a diverse selection of challenges for the players. Combat should never be the only option or the only possible obstacle between the characters and their objectives.

However, once combat happens, anything goes. Don’t pull punches, or the excitement of these encounters will be lost, and victory will feel cheap. Also, unbeatable enemies should give some opportunities for the players to escape. Their deadlines should be telegraphed before the adventurers find them. Corpses are found near its location. Rumors of their cruelty could be well known. They could see a NPC being annihilated in front of them.

In the end, combat should be just one other way to handle a situation, and usually not the best way.

Combat Procedures


Once combat begins, the rules of the game becomes a little more structured, so to prevent doubts and confusion as to what is really happening. The time starts to be measured in rounds, and the Overlord follow these simple steps.
  1. Assess surprise situation.
  2. Determine Initiative.
  3. Combatants act in order of Initiative each round.
  4. At the end of every round, the Overlord assess the situation.

1. Assess Surprise Situation

Sometimes, a group of combatants gets the drop on their opponents, being able to act before they can react properly. In game terms, that’s called a Surprise. The Overlord will adjudicate if the current situation warrants a Surprise or not, often asking for Attribute Tests to prevent or guarantee this advantage.

When this happens, the party that surprised the others can have a full round of actions before anyone else can act for free. This can possibly tip the odds strongly in their favor.

Kaylia and her allies were taking some time out from their problems in the Purple Star cantina when, suddenly, everything was silent. Hot in debate about what to do now that their Credits were running low, however, they didn’t immediately notice this. Thus, the Overlord asked for a Difficulty 2 Intellect test to notice the approaching 4 Nebula Assassins (with 3 HD each), hired to execute them on behalf of an revengeful Crime Lord who they’ve wronged in the past. If they fail, the assassins will have a round of Surprise over them.

2. Determine Initiative

To determine the other in which the combatants will act after the round of Surprise, the player characters make an Agility test. If they succeed and roll a number higher than an opponent's HD, they act before that opponent. If they succeed but roll a number equal to or lower than the opponent’s HD, the opponent act first. Usually, if the character fails the roll, he acts after all opponents. Opponents act in order of HD. Characters can act in the order they want as long as they respect the aforementioned rules.

After the Surprise round, Kaylia and her companions will have a chance to counterattack. To determine Initiative, she makes an Agility test and gets a 4, enough to succeed. And as it’s a result higher than the opponents HD, she will act before them. If there was an enemy with 4 HD, however, she would act after him, but still before the assassins.

If you like what you've just read, check out my books over RPGNow and Lulu.

Popular posts from this blog

How to never describe a dungeon!

Artwork by Luigi Castellani I've heard it a thousand times. You probably heard it too. Some people , I don't know why, say that dungeons , especially large ones, are boring . The endless repetitions of rooms and corridors and having to choose to go left, right, north or south depresses them. I don't know why. Actually, I do know why. Because they don't really know how to run a dungeon in play. It seems easy, effortless. Just say what's in the room the PCs are in and where the passages going out of it go. But it's not. They get bored with the "you get to a intersection and there is a door to the north and two passages, one going east and one going west" because that's a terrible way of describing a dungeon environment and gives nothing really useful to the players to choose from. You never describe a dungeon like that . There's a lot more going on that we can initially see. A good referee will take all the context of what the dungeon w...

My RPG Zine Trilogy is on Kickstarter!

 I can't believe I didn't post about it here! The Dead are Coming, Screams Amongst the Stars and Running Out of Time are on Kickstarter right now! These are 3 complete games, made using the system of Electric Bastionland and Mausritter as the basis (and with some modifications to fit my vision for each of them). As with my games, they all come filled with many tools and tables to generate gaming content, adventures, locations, NPCs and much more. They are compact, easy to use, and equipped to provide you with years of entertainment! Here's a brief description of each of the games. The Dead Are Coming The first of them is called The Dead Are Coming, a minimalist, OSR style RPG about survival in a post-apocalyptic world where the dead have risen and other survivors can be much worse than the undead. Characters in this game are common people who have been struggling to survive, find their loved ones, keep them safe and just trying to keep living. They all carry resources like...

The Faithful - An Optional Archetype for Sharp Swords & Sinister Spells Revised Edition

Work on the revised edition of Sharp Swords & Sinister Spells is moving along. This will be a hefty tome, with a LOT of tools and new options to customize your campaign, keeping the style, simplicity and flexibility of the original game. Today I come to present my lateste addition to the draft, a new Archetype for those that want to insert some elements of more tradiotional fantasy into the game. The Faithful is an archetype inspired by the Cleric of more popular RPGs, but with some twist to fit SS&SS better. Following it, there is a sample "God" to use with it. The Faithful The gods have chosen you to represent them in the mortal realm, or at least that’s what you believe. Most of the priests, monks and shamans perform their rituals without any hope to get an answer from their patrons, but you know you are being listened to. Your patron, your god or your ancestors help you and those that they deem worthy through you. Your faith can actually operate miracles. ...