Combat Exchanges
Overview
Combat is resolved through exchanges rather than fixed turns.
An exchange is a short burst of threat, movement, attack, defense, position, and consequence. The acting player rolls once, and that roll decides how the immediate exchange breaks.
The current draft assumes that player characters roll. NPCs shape the roll through Talent tier edge, threat scale, position, pressure, group coordination, weapons, and consequences rather than rolling separate attacks.
Combat Principles
Use these principles for the first-pass combat model.
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Combat should stay fiction-facing.
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Momentum determines which side is pressing.
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Spotlight determines which player character rolls next.
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Outnumbering creates pressure rather than extra NPC turns.
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Wounds are Conditions, not hit points.
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Talent tier should not simply add dice in combat.
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Weapons and armor should shape permission, position, and wound severity before they become detailed equipment math.
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Ranged attacks use distance bands instead of exact measurement unless a scene needs tighter positioning; tactical movement is part of the exchange rather than a separate turn phase.
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Magic under threat follows Magic Under Pressure and remains subject to casting method, cost, interruption, and backlash.
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Armies, vehicles, vessels, and scale mismatch use Scale Conflict and Vehicles rather than simply enlarging personal combat.
Combat Scene Loop
Use this loop when running a fight at the table.
| Step | Table Procedure |
|---|---|
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State the immediate danger, distance, terrain, cover, objective, active enemies, and what failure would mean. |
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Decide whether the player side or enemy side starts with momentum. Surprise, position, preparation, ambush, fear, and superior range can decide this. |
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Choose the first player character to roll. In group fights, mark who has acted in the current spotlight cycle. |
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The spotlight player states what they are trying to do: wound, hold, escape, cover, rescue, disarm, restrain, seize ground, repair, cast, or advance an objective. |
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If the enemy has momentum, say what is pressing the character right now: lead foe, group pressure, flanker, hazard, ranged fire, spell, vehicle system, or battlefield asset. |
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Start from the combat baseline, then apply relevant Talent tier edge, pressure, assistance, position, equipment tags, cover, magic, and scale permission. |
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Read the outcome band, high matches, and any tier shift. Apply only the tag or situational modifier that matters most unless a rule says otherwise. |
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Apply wounds, pressure, position change, objective progress, custody progress, system damage, cohesion change, or magical backlash. |
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Use the attack or defense exchange table to decide whether momentum stays, shifts, or is seized. |
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Choose the next player character by spotlight priority. Clear the cycle after every participating player character has rolled once. |
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End, zoom out, or change scale when defeat, retreat, surrender, capture, escape, objective completion, cohesion break, or scene transformation occurs. |
Do not treat the loop as fixed initiative. It is a procedure for deciding who rolls, what the roll means, and how the fight changes.
When in doubt, prefer the ruling that makes the current threat explicit and leaves a clear new state after the roll.
Exchange Procedure
Use this procedure for a combat exchange.
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Identify which side has momentum.
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Choose the spotlight player character.
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Clarify the immediate intent, target, and threat.
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Build the dice pool from the combat baseline, pressure, assistance, position, and specific leverage.
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Roll and read the outcome band, matches, and tier edge.
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Apply wounds, pressure, movement, position changes, momentum changes, and cohesion changes.
For an even duel between equally matched combatants, the current test baseline is 2 dice before pressure, help, position, and other leverage.
Exchange results should leave a concrete state behind. If no wound is inflicted, there should usually be a position change, pressure, objective progress, resource loss, exposed ally, lost opportunity, or changed momentum.
Do not pause for an enemy roll. The enemy side acts through the active threat, the difficulty of the player roll, and the consequence applied after the result.
Momentum
Momentum belongs to a side, not to a fixed turn order.
| Side With Momentum | Meaning |
|---|---|
Player side |
The player characters are pressing, choosing targets, forcing movement, or exploiting an opening. |
Enemy side |
The enemy is pressing, surrounding, driving characters back, forcing defense, or tightening group pressure. |
Momentum is not the same as spotlight. In a group fight, the table should rotate spotlight among participating player characters even when the same side keeps momentum.
When the player side has momentum, choose the next acting player character by spotlight priority.
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A player character who has not rolled in the current spotlight cycle.
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A player character positioned to exploit the opening.
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A player character whose Talent, weapon, Bond, or position is most relevant.
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If still tied, the players choose.
When every participating player character has rolled once, clear the spotlight cycle.
Attack Exchanges
Use this table when a player character attacks or otherwise presses an enemy in combat.
| Roll Outcome | Default Combat Result | Momentum |
|---|---|---|
Breakthrough |
Inflict a Serious wound, or a strong position-changing effect if the intent is nonlethal. |
Player side keeps momentum. |
Clean Success |
Inflict a Minor wound or achieve a clean tactical objective. |
Enemy side gains momentum after the effect resolves. |
Costly Success |
Inflict a Minor wound, but take combat pressure or another immediate cost. |
Enemy side gains momentum. |
Unstable Result |
No clean wound; take combat pressure, lose position, or expose an ally. |
Enemy side gains momentum. |
Trouble |
The attack fails and the enemy lands a Serious counter, major position loss, or equivalent consequence. |
Enemy side gains momentum. |
Attack outcomes can be adjusted by equipment tags, position, high-match effects, and the declared intent.
Defense Exchanges
Use this table when an enemy side has momentum and a player character must defend, cover, escape, hold ground, or resist the immediate threat.
| Roll Outcome | Default Combat Result | Momentum |
|---|---|---|
Breakthrough |
Avoid harm and inflict a Minor counter, or create an equivalent counter-effect such as escape, disarm, broken pressure, or a major opening. |
Player side seizes momentum. |
Clean Success |
Avoid harm and regain acting position. |
Player side seizes momentum. |
Costly Success |
Avoid the worst, but take combat pressure, lose ground, or expose a resource. |
Enemy side keeps momentum. |
Unstable Result |
Take a Minor wound, become pinned, or suffer a bad position. |
Enemy side keeps momentum. |
Trouble |
Take a Serious wound or major consequence. |
Enemy side keeps momentum. |
Against a surrounding or coordinated group, Clean Success may remove one pressure but fail to fully seize momentum unless the character also creates space, gets cover, or uses an appropriate Talent.
Talent Tier Edge
Combat Talent tier shapes outcome quality rather than simply changing the dice pool.
For the current test model, compare the acting player character’s relevant combat Talent tier to the active enemy threat’s relevant combat Talent tier.
| Tier Difference | Outcome Shift |
|---|---|
Same tier |
No tier shift. |
Player character is one tier higher |
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Enemy is one tier higher |
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Either side is two tiers higher |
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This asymmetry preserves a small player-character edge while keeping stronger enemies dangerous. These percentages are first-pass tuning values, not final advancement math.
Tier edge should usually be applied after the roll’s base outcome is read and before wounds and momentum are resolved.
Equipment Tags
Weapons, armor, shields, tools, cybernetics, powered gear, and far-future protection use equipment tags.
Equipment tags do not normally add a flat bonus. They shape what is possible, who controls position, what pressure applies, whether a wound is softened or worsened, and which consequences make sense.
In one exchange, use the tag interaction that matters most. A spear’s Reach, a shield’s Shield, a vest’s Hardened, or a plasma lance’s Volatile should change the situation clearly, but they should not turn one roll into a stack of small modifiers.
Wounds and Defeat
Wounds are combat-facing Conditions.
| Wound | Meaning |
|---|---|
Minor wound |
A cut, bruise, stagger, ringing impact, shallow puncture, or other immediate harm that matters but does not decide the fight alone. |
Serious wound |
A deep cut, cracked bone, hard mace blow, disabling hit, major blood loss, or comparable harm. |
Severe wound |
A potentially fight-ending wound, maiming injury, lethal strike, or catastrophic magical/physical harm. |
Use these first-pass defeat guidelines for standard human-scale combatants.
| Defeat Trigger | Meaning |
|---|---|
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The combatant is too worn down to continue safely. |
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The combatant is beaten, disabled, or forced to yield. |
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Accumulated harm defeats the combatant. |
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The combatant is removed from the fight unless protected, stabilized, or saved by a special rule. |
Defeat does not always mean death. It may mean surrender, collapse, disarmament, retreat, capture, being pinned, or becoming unable to keep fighting.
Use wound severity consistently.
| Severity | Combat Use |
|---|---|
Minor |
The default harm from Clean Success or Costly Success in ordinary attacks. It matters, but it should not remove a standard opponent by itself. |
Serious |
The default harm from Attack Breakthrough, Trouble against a dangerous enemy, or a worsened consequence. It can change tactics, morale, movement, or permission. |
Severe |
Reserved for catastrophic hits, lethal hazards, massive scale mismatch, exposed helpless targets, or consequences that should remove someone unless special protection applies. |
If a result could be either harm or position, choose the consequence that best matches the declared intent and the active threat. A spear thrust may inflict a Minor wound, but a shield rush may instead separate a foe from the doorway. A defense Breakthrough may inflict a Minor counter, but may also create escape, disarmament, or broken pressure.
When an effect would create repeated minor bookkeeping, convert it into a named Condition or objective state instead.
Nonlethal Outcomes
Disarming, pinning, stunning, restraining, forcing surrender, and taking someone alive are handled through Nonlethal Combat and Capture.
Use nonlethal intent when the acting character wants to remove a target as an active threat without relying on lethal wounds. The exchange still uses the same outcome bands, momentum rules, Conditions, and equipment tags.
Combat Pressure
Combat pressure is short-lived danger that affects the next relevant roll.
Common examples include Off-Balance, Pressed, Crowded, Exposed, Pinned, Disarmed, Separated, and Surrounded.
By default, combat pressure removes 1 die from the affected player character’s next relevant combat roll. If the pressure persists beyond the immediate exchange, turn it into a named Condition.
Pressure should be concrete. Say what changed in the fiction: the character is driven toward the ditch, their shield arm is pinned, the mace controls the approach, or a second enemy is cutting off retreat.
Use pressure as the default cost when a wound would make the fight too abrupt or when the consequence is mainly positional.
| Pressure Duration | Use |
|---|---|
Immediate pressure |
Applies to the next relevant roll, then clears if the fiction has moved on. |
Persistent pressure |
Remains until answered by Cover, Rescue, movement, equipment, magic, a successful roll, or a changed position. |
Condition pressure |
Becomes a named Condition when it lasts beyond the exchange, restricts permission, or should be tracked across the scene. |
Pressure should not stack as anonymous penalties. If several pressures apply, name the most important one, worsen position, increase severity, expose an ally, or convert one pressure into a Condition.
Group Fights
Group fights still use one player roll per exchange.
Multiple opponents create group pressure, active threats, and cohesion changes rather than individual NPC turns.
| Situation | Default Effect |
|---|---|
Two coordinated foes threaten one player character |
Add combat pressure or worsen position. |
Three or more coordinated foes threaten one player character |
Add combat pressure and make consequences harsher if the position is not broken. |
Disorganized mob |
Applies pressure mainly on Unstable Result or Trouble. |
Trained formation |
Applies pressure on Costly Success, can apply pressure on Clean Defense unless countered by Cover, Engage, or Set Up, and keeps cohesion until its position or leadership is compromised. |
Player character drops or disables one foe |
Reduce group pressure. |
Player character scores a Breakthrough |
Wound a foe and break the group’s angle, scatter part of the group, or remove outnumbering pressure. |
When the enemy side has momentum, choose the active threat for the exchange.
| Active Threat | Meaning |
|---|---|
Lead foe |
One enemy drives the exchange while others support. |
Group pressure |
Several enemies act as one coordinated danger. |
Flanker |
A secondary foe exploits attention or position. |
Hazard plus foe |
Terrain, fire, crowd, ledge, ritual, swarm, or other danger combines with an enemy. |
Relative numbers should matter. If coordinated enemies outnumber active player characters, add combat pressure to the exposed character. If they outnumber active player characters by two or more, worsen the next consequence unless the players use Cover, Engage, terrain, magic, or a Breakthrough to break the angle. If a trained formation still holds its angle, reduce the first wound or removal effect against the group each spotlight cycle unless the attack breaks position, targets leadership, uses area force, or exploits a clear weakness.
A trained formation should not test cohesion just because one member falls. Test formation cohesion when at least half the group is removed or disabled and its leader, standard, position, route, oath, or command structure has also been compromised.
Assistance and Cover
Player characters can support each other without creating fixed turns.
| Ally Action | Effect |
|---|---|
Assist |
Add |
Cover |
Cancel one combat pressure, protect an ally from follow-up, or let Clean Defense seize momentum while outnumbered. |
Engage |
Tie up one foe, reducing group pressure. |
Rescue |
Clear |
Set Up |
Create leverage, position, or an opening for the next player character’s roll. |
An assisting character should be exposed to fallout. Help should matter because it creates shared risk, not because it is a free bonus.
Threat Scale
Use threat scale to avoid giving every opponent the same wound capacity. The reusable version of these scales is defined in Threat Templates.
| Threat Scale | Examples | Wound Capacity |
|---|---|---|
Minion |
Rat, weak skeleton, panicked bandit, lone untrained nuisance. |
Defeated by any clean hit or one relevant Minor wound. |
Lesser Threat |
Wolf, guard, trained thug, dangerous but fragile foe. |
Defeated by |
Standard Threat |
Duel-capable fighter, armed professional, dangerous trained opponent. |
Uses the standard defeat guideline. |
Elite Threat |
Champion, ogre, warded knight, veteran monster. |
Higher capacity, stronger consequences, better cohesion, or special defenses. |
Mythic Threat |
Dragon, demigod, major spirit, legendary horror. |
Requires special rules, phases, objectives, or vulnerabilities. |
A single minor beast is usually a Minion. A swarm of minor beasts may be dangerous because it creates group pressure, Conditions, disease, panic, or environmental complications. Group, swarm, formation, hazard, magical, and technological threats use Threat Templates.
Enemy Cohesion
Enemy groups can lose the fight before every member is individually defeated.
Track cohesion fictionally unless a later subsystem needs a formal clock.
Common cohesion break triggers include:
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Leader defeated, seriously wounded, isolated, or publicly broken.
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Half the group removed as active threats.
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Group position broken by a Breakthrough.
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Morale fails under fire, fear, surprise, magic, or obvious disadvantage.
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Objective becomes impossible.
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A Bond or Burden, oath, or social pressure changes the enemy’s willingness to continue.
When cohesion breaks, the enemy may retreat, scatter, surrender, bargain, abandon the objective, or become easier to defeat individually.
Probability Reference
The following matrices show the tuned first-pass duel model for a player character against a non-player character.
Assumptions:
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The player character always rolls.
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Equal-tier duel baseline is
2dice. -
Talent tier edge shifts outcome bands instead of adding dice.
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Defense Breakthrough inflicts a Minor counter or equivalent nonlethal counter-effect.
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Defense Costly Success gives the player character combat pressure and leaves enemy momentum in place.
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Defeat follows the standard wound guideline in this document.
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Each cell was tested with
100,000simulated fights.
Win Chance
| PC Talent Tier \ NPC Talent Tier | Basic | Advanced | Master |
|---|---|---|---|
Basic |
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Advanced |
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Master |
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Loss Chance
| PC Talent Tier \ NPC Talent Tier | Basic | Advanced | Master |
|---|---|---|---|
Basic |
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Advanced |
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Master |
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Average Exchange Length
| PC Talent Tier \ NPC Talent Tier | Basic | Advanced | Master |
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Basic |
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Advanced |
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Master |
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These numbers are tuning references, not setting facts. If later playtests change wound thresholds, pressure behavior, tier-edge percentages, or the baseline duel pool, these matrices should be recalculated.