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Combat is one of the pillars of Runarcana, alongside interpretation and exploration. Although it is the most valued by a large portion of the players, it is also where the vast majority have their disappointments or confirmations of not being as strong as they imagined. | Combat is one of the pillars of Runarcana, alongside interpretation and exploration. Although it is the most valued by a large portion of the players, it is also where the vast majority have their disappointments or confirmations of not being as strong as they imagined. | ||
The combat rules aim to bring a mediation between the interpretation of the acts of both the players and their opponents, bringing a neutral field where good ideas and interpretation can define a fight... if the sovereign dices so wish. | |||
= The Order of Combat = | |||
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. | |||
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