================================================================================ WIZARD BATTLE ================================================================================ I was going to name this "Round Progression" after the rule name, but then I noticed that in the book it is literally 'Wizard Battle' for this chapter's header, so I totally stole it. But! Round Progression is what we're focusing on. Essentially, Round Progression is the term for combat. If you see Round Progression, you can generally replace it with 'combat' and it works just fine. But, Round Progression refers to the specific way NW3 handles combat, which divides combat into several Processes. There are four Processes. You go through them in order, more or less. Combat begins with the Setup Process, then proceeds onto the Initiative Process. Inside of the Initiative Process, several Main Processes occur, until they run out. Then, it changes over to the Cleanup Process. If combat is still ongoing, then a new Round begins, starting with Setup Process, and so on. It's a funny way that FEAR handles combat, but it works pretty well in practice. But first... ================================================================================ TERMS OF COMBAT ================================================================================ In that there are certain specific terms related to combat itself. The main points we need to cover are Initiative Count, Pre-Action, Post-Action, and Incapacitated. The first one is important because it's basically rolling initiative. The last three are important because they're essentially states that you are in. Incapacitated should be obvious, but the other two maybe not so much. ----- Initiative Count ----- The first thing to do when WIZARD BATTLE begins, is to roll initiative. Make a SPD Judge, and the Result is said to be your Initiative Count, or just your Count. This acts just like any other Judge, except you record your Count for the Round, and keep that number handy. Criticals and Fumbles still happen, however if you do happen to Fumble, and this would drop your Result to 0 or below, set your Count as 2. Additionally, no effect, outside some of the terms I'm going to explain below, can reduce your Count below 1. For GMs, use Any Seven to save yourselves some hassle. That is, just add the enemy's SPD to 7, and use that for their Count. Of course, if you prefer to roll, knock yourself out! ----- Pre-Action ----- Essentially, at the top of a round, every character, whether PC or enemy, is in a state called Pre-Action. This means they are ready to take their turn, and have not gone yet this round. You'll figure out why the distinction in just a minute. ----- Post-Action ----- Once a character has taken their turn in combat (called their Main Process), they lose the Pre-Action condition, and become Post-Action. This means this character has taken their turn, and do not get another one until they become Pre-Action again. Also, once they become Post-Action, their Count is set to 0. ----- Incapacitated ----- When a character's HP hits 0, the character drops and is Incapacitated--but not dead. They cannot use any actions or items whatsoever, save those explicitly with [Timing: Incapacitated]. They immediately become Post-Action if they weren't already, and cannot become Pre-Action until they recover from Incapacitated. Their Count is also set to 0 until the condition is cleared. (Once it is cleared, they have to wait until the next Setup Process, which we'll talk about in a second.) ================================================================================ ROUND PROGRESSION ================================================================================ Good thing I saved that title. Alright, so, we've got our terms. Now we're back to figuring out how to process combat. This is done with those four Processes I talked about earlier. Again, they are run in order, going Setup Process -> Initiative Process -> Main Process (looped until no more remain) -> Cleanup Process. Don't worry, it's really not tough to follow. ----- Setup Process ----- The Setup Process is where you setup for combat. It has a number of steps to go through. First, if for some reason you're playing with Appearance Checks, you make them the first thing on the Setup Process. This is typically done on the first Setup Process, but if for some reason people want to arrive late, there you go. Second, you are able to access your Lunar Robe free of charge. You can swap any Equipment from your Inventory and vice-versa, and you may freely change your Broom's options, if you're into that. Third, all characters are set to Pre-Action, unless someone's still Incapacitated, then they're still Post-Action. Fourth, everyone rolls Initiative (Count). Fifth, skills and items with [Timing: Setup Process] explicitly may be used. These technically take order of operation from Count, highest to lowest. If there's a tie, refer to the priority list below in Initiative Process. But, once you're done with this step, it's time to leave Setup Process and enter Initiative Process. ----- Initiative Process ----- The Initiative Process is the one that confuses most people. Bear with me. All the Initiative Process does, is determine who the Initiative Character is. This is done by assessing who in the fight is Pre-Action. Then, out of those, determine who has the highest Count. That person then may take their Main Process (their turn). Once the Main Process is over, however, Round Progression changes back to Initiative Process. It repeats the process of finding the Initiative Character, going into their Main Process, then cutting back to Initiative Process again, until all you have are characters that are Post-Action. Once that happens, you go to Cleanup Process. This is important because there are skills that have [Timing: Initiative Process]. What this means is, that a person can declare the use of that skill at any point during the Initiative Process... that is, before the first Main Process, between any two Main Processes, or after the last Main Process but before the Cleanup Process begins. If anyone is tied for Count, go by this order of priority: Declared Enemies -> PCs -> Hidden Enemies -> Mobs -> NPCs. If PCs are tied for each other, they can decide who goes first. ----- Main Process ----- When the Initiative Process determines you're the Initiative Character, it's time for you to take your Main Process! You get a Move Action, a Minor Action, and a Major Action. However, here's the important kicker: once you take your Major Action, even if you've not used your Move or Minor, your Main Process ends. You become Post-Action, and your Count is set to 0. Personally, I don't know why it's that way, but them's the rules in the book. By the way, if you used a skill during your Main Process that had a [Cost: Bad Status] deal, the Bad Status isn't applied until your Main Process ends. Technically also, you're supposed to use your Move Action first, then your Minor Action, then your Major Action. Again, no idea why, but there it is. > Move Actions move you around the battlefield. NW3 has a system of relative movement, that will be described below. Actions with [Timing: Move Action] can also be used, but if you do, that doesn't count as moving with that action (unless it says otherwise.) > Minor Actions are actions that typically buff or otherwise prepare you to take a mighty Major Action. Primarily, [Timing: Minor Action] skills and items will be used here. > Major Actions are your bread and butter. Typically, you're going to make a Physical Attack, a Magical Attack, make an Enemy Identify Judge, give someone else an item, or use any other [Timing: Major Action] skills or items. Remember, once you take your Major Action, even if you have other actions left, your Main Process ends, you become Post-Action, and your Count is 0. There's three other types of actions also, which don't actually fit into your Main Process, but since we're talking about actions, might as well right? > Reactions are actions you take in response to enemy actions or attacks. You can make them even if you're Post-Action. There's no limit to how many you can make, either, but effectively your Reactions are your own, meaning you can't dodge for someone else (though you can Cover Up for them, see way down below.) Typically you're making a Judge as the Defender here, or using a [Timing: Reaction] skill or item. > Auto Actions are actions you can use at any time, though typically they're done as a supplementary action to something you're doing already. There's no real limit on how many you can perform, but the GM can always put a stop to it if they feel like it. Examples of these actions are drawing things in or out of your Lunar Robe, switching what hand you hold an item with, or using [Timing: Auto Action] skills and items. > Free Actions are mostly narrative things, and are entirely up to the GM. Talking to an NPC, opening doors, those sorts of inconsequential things, that's what Free Actions are for. There's no limit, but the GM can tell you no. ----- Cleanup Process ----- Once all characters in the combat have become Post-Action, it's time to move from the Initiative Process to the Cleanup Process. There's only two things here! > Process Bad Statuses (covered later). > Using skills with [Timing: Cleanup Process]. And once that's done, if the combat is still going and there's still enemies in need of Wizarding, it's time to move to a new round, and to another Setup Process. ================================================================================ MOVEMENT & ENGAGE ================================================================================ NW3 uses a system of abstract movement in order to simulate battle. The rules are fairly straightforward. There are four distances that combatants are said to be at: Engaged/Close, Short, Long, and Extreme. Close Range represents two or more characters being in the same "Engage." An Engage is basically a melee brawl. Being in an Engage with another character is referred to as "being Engaged." When you're at this distance, you can use [Range: Close] attacks and weapons. There's no real concrete distance here, it's the distance one needs to be in a close-in melee fight if you're activately engaged in that struggle. The book describes it as "the distance between two blades." Short Range represents, essentially, anyone who is not in an Engage, or possibly the distance between two different Engages. It's basically the optimal range for exchanges of gunfire, so you can use attacks and weapons with [Range: Short]. If concrete distances are needed, consider Short Range to be no more than 50 meters outside of Close Range. Long Range is for characters who may be appearing in the Scene, but are too far away to really interact with it much. It's generally impossible to move to this distance, as it can be measured up to 2km outside of Short Range. Some certain specialized attacks, such as those from a sniper rifle (meaning, weapons or skills with [Range: Long]) can target characters at Long Range. The book gives a metaphor: Long Range is like a 3mm thick glass window. You can see through it, but if you can't figure out how to get around it, then that is said to be Long Range. "Seeable but not obtainable." Extreme Range is so far outside of the scope of battle that it's essentially not possible to be in it. It's used to represent those characters who might be talking through a phone, or being watched on a camera. For example, even if a skill can target an entire Scene, that doesn't mean that the person you're watching on your security camera can be targeted, even if you can see them. ----- Moving ----- When you take a Move Action during Round Progression, there are three types of movement you can perform: Invade, Withdraw, and Interval. Invading represents moving from Short Range to Close Range with another character. Invading is also called "Engaging" or "enterting an Engage." Withdrawing represents escaping from an Engage and moving from Close Range to Short Range. Withdrawing is also called "leaving an Engage." However, it should be noted that Withdrawing specifically refers to Withdrawing from an Engage with an enemy. If you do so, then you must spend a Minor Action, in addition to your Move Action, to Withdraw from the Engage. This represents the enemy's attempts to interrupt your movement, called Hindering. If you aren't in an Engage with an enemy, then you don't need to Withdraw. It should also be noted that if you are in an Engage with an enemy, you can't Invade and Engage with a different enemy. You must Withdraw first. Finally, Interval is a movement that is neither an Invade or a Withdraw. It represents moving to a special place in the Scene, such as where an object is, or something like that. ----- Complex Movement ----- Depending upon the situation of the Scene, also, it may require multiple Move Actions in order to get where you want to go. This is called Complex Movement. Essentially, in addition to using your Move Action to move, you may also use your Minor Action and Major Action. A Minor Action represents one Move Action, and a Major Action represents three Move Actions. Each Move Action, if you're curious, can be said to move around 20m, so a character who spends their Move, Minor, and Major Actions all to move moves about 100m. (Note that using your Major Action in this way ends your Main Process, and you become Post-Action, just like if you had attacked.) Let's give an example. Let's say that the GM decrees that there's a Boss enemy, and some small fry in front of it. You, the Hero, are technically Short Range to all of them, as you are not in an Engage with anything. However, let's say that the GM explains that the small fry are in the way of reaching the Boss. As the Hero, you totally want a piece of the Boss, so you ask how many many Move Actions it would take to Invade the boss. The GM responds with three Move Actions. This means that it'll essentially take your entire turn, however note that it doesn't make you Invade the small fry first, then Withdraw, then Invade the boss. It simply bypasses the small fry, representing true freedom of movement. That's Complex Movement. It's also possible to use this system to make it so that you can't be reached by enemies in one round. ----- Blockade ----- Some effects will establish a Blockade in an Engage. This means that not only is the enemy Hindering you, they're deliberately barring your path, or keeping pressure on you to make it difficult to pull away. In order to Withdraw from an Engage that has been Blockaded, you and the Blockading enemy need to make an Opposed SPD Judge. If the enemy is successful, you stay where you are. If you are successful, you Withdraw, but your turn immediately ends and you become Post-Action (representing it taking your entire focus to move away.) ----- Moving to Long or Extreme Range ----- Moving to Long Range during an encounter essentially is the same as retreating. However, if for whatever reason you want to be at Long Range, you need the GM's permission to do so. If you have it, then after your move is completed, your Main Process immediately ends and you become Post-Action. This is the same as with moving to Extreme Range, which the book stipulates as 'generally impossible'; you need the GM's permission, and your Main Process ends and you're Post-Action. ----- Retreat ----- Moving to Long Range tends to mean you're Retreating. If you Retreat, then you can't interfere with the Scene any more. ----- Flying ----- There's no special rules regarding Flying. It's left open to be narrative in nature, allowing you to reach places you might not otherwise be able to. There's no special rules as to how high someone can fly, keeping in mind what's been discussed here about ranges. Either a character is Flying, or is Grounded. Every Wizard possesses a basic ability to fly by using their Lunar Robe, though there are other methods to achieve Flight as well (such as riding a Broom, magic, etc.) To fly using a Lunar Robe is more akin to being able to fall in any direction, by manipulating how gravity affects you. In order to achieve Flight with the Lunar Robe during Round Progression, it costs a Minor Action. To return to being Grounded (no matter how you achieved Flight), it's an Auto Action. If you fly using a Lunar Robe, when it is activated, you must pay a cost of 1d6 MP. If you don't have the MP, you can't fly. Note that you cannot fly using Lunar Robes in Fortresses. ================================================================================ ATTACK & DAMAGE ================================================================================ Attacking is the soul of TRPGs, and it's no different here. But before we talk about how to go about rolling the dice for that, we need to discuss a few properties of attacks. First, you need to determine whether your attack is a Physical Attack, or a Magical Attack. This should generally be obvious. Physical Attacks come from weapons, while Magical Attacks come from spells. If you're unsure what your attack is, ask the GM. This is important to decide, because it has ramifications for not only skills (some interact with certain kinds of damage), but most importantly, the Defender. This is because Physical Attacks deal Physical Damage, and therefore, the Defender is going to make a PDEF Judge against it. Likewise, for Magical Attacks, they'll be using MDEF against the Magical Damage. Some skills let you make 'a physical attack' but deal 'magical damage'. In this case, you're making a PACC Judge to hit, and a PATK Judge for damage, but the Defender must roll MDEF. Essentially, the type of damage is more important to know what the Defender rolls, than anything. One more thing. Attacks have Elements to them. For Physical Attacks, this is always what your first Element is, the one you picked in chargen. For Magical Attacks, typically the spell or skill in question will identify what its Element is. If not, use your first Element. Alright, now that we're done, let's talk about actually attacking. ----- Hit, Dodge, Damage ----- Step 1: Attacker Declares Target You need to be able to see the target. The target needs to be in range of your weapon, skill, spell, or whatever. There may also be other considerations that the GM will decide on. Ultimately, the GM needs to confirm your target is valid. If so, the target is now referred to as the Defender. If the attack effects multiple targets, keep in mind that the Attacker only rolls once; each Defender can make a Reaction to it, if they like, but their Reaction only matters for they themselves (unless their Reaction is a skill that says otherwise.) Step 2: Attacker Performs the Hit Check The Hit Check is a Judge performed to check to see if you hit. The Hit Check is either going to be PACC (for Physical Attacks), or MACC (for Magical Attacks.) Roll it like you would any other Judge. Step 3: Defender Performs Dodge Check The Dodge Check is a Judge performed to check to see if they dodge. It is always an EVA Judge, unless some effect changes that (there's a few skills that make it a PACC Judge, for instance.) This Judge is done like any other. Step 4: Compare Attacker and Defender's Results Total up each side's Alter and Dice Roll to arrive at their Result. Compare the two. If the Attacker is equal to, or greater than, the Defender's Result, the attack is a success, and we move onto the damage roll. If the Defender rolled higher than the Attacker, the attack fails and everything stops here. Step 5: (Assuming Hit) Perform Damage Roll The Attacker rolls either a PATK Judge (for Physical Attacks), or MATK Judge (for Magical Attacks). A Judge like any other. At the same time, the Defender rolls either PDEF or MDEF (you get the drill by now). Subtract the Defender's Judge from the Attacker's Judge. If there's any number left over, that number becomes what's called HP Damage. Step 6: Apply HP Damage Whatever number was left over after Step 5 is now applied to the Defender's HP. Reduce their HP by that amount. If their HP hits 0, they become Incapacitated. Keep in mind, however, that there's many skills out there that refer to HP Damage, specifically skills that reduce HP Damage. This is done *after* the damage roll has happened. Also, Bad Statuses are now applied at this step. However, if the Attacker rolled *less* than the Defender, note that no damage is applied to the Defender, and neither are any Bad Statuses. And, it should be obvious, but if the Defender's roll subtracted from the Attacker's roll produces a negative number, the Defender is not healed. ----- Full Hit, Full Dodge ----- Some skill effects say they produce effects known as Full Hit, and Full Dodge. These basically mean that you "absolutely do that thing." If you turn your Dodge Check into a Full Dodge, then it doesn't matter that the Attacker rolled their critical value 5 times in a row--you still dodge that attack. Similarly, Full Hit is that you have absolutely hit your target, and it doesn't matter what the dice say. However, in the case of both a Full Hit from the Attacker, and a Full Dodge from the Defender, the Defender wins the tie. This is a subversion of the usual rule, so take care. ----- HP and MP ----- The lowest value either HP or MP can have is 0. They do not go into negative numbers. While damage can reduce these numbers to 0, it should be noted that if you are paying a cost, such as with a skill, you have to be able to pay the cost in full, or otherwise you can't use the skill. So if you have 4 HP left, and decide to make a gambit on a skill that has [Cost: 5 HP], you simply can't. Sorry! If your MP hits 0, there's generally no problem. Same with Prana. However, if your HP hits 0, you become Incapacitated. See above for the effects of that. While Incapacitated, if you are attacked again, you become Dead. The effects of that one should be obvious. This is typically the only way that a Wizard PC can die, so effectively it means Wizards won't ever die. However, the GM can always decide narrative reasons have aligned to make a character dead--such as when the party flees, leaving an Incapacitated friend behind in a Fortress. Poor friend. ----- Recovery ----- Whenever an effect would heal HP or MP, it will call for a Recovery Judge. This is a special type of Judge that has two special rules to it. The first is that there is no 'Recovery' stat; the effect that called for the Recovery Judge will provide the number that you make the Recovery Judge with. So, for instance, if it says 'Make a Recovery Judge with [Recovery: 7]', you know to roll 2d6+7. Here's the real bitch, however. Normally, when you roll a Judge of any kind, Fumbles and things like that can't reduce the Result of the Judge to negative numbers. Not so with Recovery Judges. They can be negative, and if they are, they HURT YOU. Yes, you risk potentially losing HP or MP on a Recovery Judge! This can Incapacitate you, however, it can never kill you (for instance, a friend trying to revive you from Incapacitated with a healing spell, even if they Fumble on it, won't do any harm other than prolonging your dirt nap.) There's rules here that talk about Natural Recovery, which stipulate that if the PCs receive enough rest, they recover HP and MP fully. However, it may be that the PCs have been immersed in a tense situation and haven't been able to rest comfortably. In such a case, it's adviseable to make them roll Recovery Judges for both HP and MP, and recover that amount. As a reminder, PCs are also entitled to Recovery Judges whenever they do not appear in a Scene. (I still think you should just set HP and MP to max though!) When you have PCs roll for Recovery Judges as part of Natural Healing, they'll use the following formula: HP Recovery > Recovery Power = Strength - 5 (Max 3) MP Recovery > Recovery Power = Knowledge - 5 (Max 3) ----- Bad Status ----- The adorably named term for 'conditions'. Essentially, they're... bad statuses, that characters can be inflicted with during combat, that impose various modifiers or restrictions, and each comes with their own specific way as to how they are cleared. Bad Statuses are always written like {BS: Name} to make them distinct. Also, all Bad Statuses are automatically cleared at the end of combat. > Pressure A Bad Status that reflects being under some kind of intangible (or even tangible!) pressure. A character with {BS: Pressure} cannot use skills or items. It is recovered from by spending a Minor Action to clear the condition. > Rigor A Bad Status that represents being unable to move through any kind of means, including being knocked prone, or being caught in a web. Characters with {BS: Rigor} cannot perform Move Actions. Recovery happens at the end of a character's Main Process, or during the Cleanup Process. > Poison The most common kind of condition in any TRPG to exist ever. You're poisoned, or maybe somehow losing health through some other means like fire. {BS: Poison} always comes with a level, and is usually written like {BS: Poison (3)} or something. During the Cleanup Process of each round, a character with {BS: Poison} loses HP equal to the rating of the Poison x 1d6. {BS: Poison} can only be recovered from by skills or items. > Paralysis A Bad Status that reflects movements becoming difficult, slowing the character's reaction time. A character with {BS: Paralysis} takes a -5 penalty to the Result of Reactions (like Dodge Checks.) Recovery only happens due to skills or items. > Dazed For when a character has been knocked for a loop, is seeing double, or is otherwise mentally impaired. A character with {BS: Dazed} takes a -5 penalty to ALL Judges. It is automatically recovered from during the Cleanup Process. ----- Cover Up ----- Cover Up is essentially taking the hit for someone else. All characters possess this ability, though some classes possess skills that enhance it in certain ways. This is the basic version, though even the enhanced versions will follow these basic rules (except where noted by those skills.) First, Character A declares that they're going to Cover Up for Character B. This has a timing of basically, after Step 5 of the attack, but before Step 6 (the 'apply damage' step.) This means that all calculations are done by Character B, and A is simply receiving that damage in place of B. This means that super tough characters Covering Up for weaker characters will take more damage than usual. Anyway. A can only do this if A is Pre-Action, and also in the same Engage as B. A can't perform a Dodge Check after A has decided to Cover Up. Also, A can only Cover Up for a single attack. All damage that would've gone to B, instead goes to A (including Bad Statuses). After the end of this Cover Up action, A becomes Post-Action. Obviously, characters can't declare Cover Up on themselves, and characters that have declared Cover Up, can't in turn have someone else Cover Up for them. Mostly common sense stuff. If it's the case that there's an area attack, then A and B both make Dodge Checks like normal. However, afterwards, A can still declare to Cover Up for B, if A wants. However, if it's the case that A failed the first Dodge Check, and then still wants to Cover Up for B (how heroic!), A should take double damage. That is, whatever the damage roll is (remember B is calculating everything), x2. Whew. And that's it! All you need to know about combat in NW3.