7.5 KiB
tags
Each ability, action, spell, or tiem may have certain types of tags assigned to it. Each tag means something different, and some can mean something different depending on what you find that tag on. Below is a list of most the important tags, the rest can be found here
Combat
You'll find the combat tag on weapons, items, spells, or feats made for combat-specific purposes. These weapons can be used outside combat, but were designed with combat in mind.
armor
This tag indications that a specific item or spell affects the users armor class. A character can only be effected by one item or ability with the armor tag at a time, though this is usually the one with the highest bonus, some things like unarmored defense cannot be active while an item with the armor tag is equipped.
shield
This tag is a secondary way to increase your armor class, like armor you can only benefit from item item, ability, or spell which has the shield tag at a time and these usually provide a flat bonus, instead of an increase based on one of your core stats
Roleplay
You'll find the roleplay tag on items, feats, and traits made for social or roleplay encounters, these abilities can be used in combat but keep in mind that most of these items or abilities will have a particularly long activation time.
Advanced
The advanced tag on a weapon, spell, or combat ability means that to make an attack, cast the spell, or use the ability you must expend an advanced action.
Basic
If you find this tag on a weapon, spell, or combat abaility it indicates that making an attack, casting the spell, or using the ability takes a basic action.
Reaction
Any item, spell, or ability with the combat tag and reaction tag uses a reaction to activate during combat. Each reaction is triggered in a different way, encountering something with this tag its activation requirements will be outlined in the description of the item or ability
Full-Turn
An item with the full-turn tag must also have the combat tag, this tag indicates that it uses your entire turn, consisting of 1 advanced action, 2 basic actions, your movement action and yes, your reaction and free action as well.
Concentration
The concentration tag indicates a spell or ability that requires you to focus on that spell or ability. Anything with a concentration tag will also have a duration, be it a spell, feat, or item effect. During that duration you can choose to drop concentration at any time, no action required (it does not need to be your turn in combat). While concentrating, you cannot use any advanced actions, and should you take damage you must make a concentration saving throw using your wisdom core ability with the DC set to 1/2 (minimum 10) the damage taken, on your next turn if you are in combat, adding together the total damage recieved since your last turn. On a failure you lose concentration.
Combat
Combat is the core of any TTRPG ruleset, while rules do exist for out-of-combat activities the combat section generally makes up the majority of the rules beyond creating a character and giving them stats. Lights End is no different, the rules around combat are made to be comprehensive, yet easily understandable. The rules themselves are designed to be easily broken adopting for a "rule of cool" system, where something may be allowed even if it is technically against the rules because the action being done is cool. As is with any TTRPG, this is just a mode of having fun, these rules are subject to both change and interpretation from table to table, person to person. Every rule in the Lights End system should be secondary to the group having fun.
The order of combat
At the beginning of combat each player character, NPC, and monster will roll a d20 and add their initiative modifier. The main stat of your initiative modifier is your dexterity, but other feats and abilities can effet your initiative modifier. The players who rolls the highest will go first, the second highest second and so on.
Ties
In the event of a tie the player characters will go first, should the tie be between two player characters, the tie should be broken by looking at the initiative modifiers of each character, the character with a higher inititive modifier will go first, if they are the same the tie is broken with the dexterity modifier, and finally the perceoption modifier of both player characters. If There still remains a tie, both players will reroll their initiative until they get different values and the one with the higher roll will go first, maintaining both players first rolls as their initiative value.
Taking a turn in combat
Each player, NPC, or monster has several actions they can take during their turn in combat. On your turn you can take any combination of one advanced action, one movement action, two basic actions, one reaction, and one free action you need not take all of these action, or any of them, but this list details the maximum number of each type of action you can take during a normal turn. Different spells will cost a differing number of actions or type of action, stronger spells often take advanced actions while simpler spells might take a basic action. To determine what kind of action each ability, attack, spell, or etc you use takes see tags.
Advanced Actions
Advanced actions are actions which take a particular effort or skill, an advanced option might be pushing a heavy crate. Or using an advanced combat technique granted by a feat. A list of common advanced actions available to all player characters, NPCs, and monsters is available here
Basic Actions
Basic actions are simple actions which can be done without a thought, this could be casting some weaker spells or simply lashing out at an opponent with your weapon. A list of basic actions available to all characters, NPCs, and monsters can be found here Some basic actions may be time consuming and take two basic actions to do, others may only take one.
Reactions
reactions are especially fast actions able to be taken even outside your turn in the initiative order. You get one reaction to use per round, which you get back at the end of your turn each round. Using a reaction requires the
Movement Actions
When taking a movement action you can move a distance up to your movement speed in any direction. Some characters, monsters, or NPCs may have multiple types of movement speed, these types of movement can be combined but may not exceed the maximum distance of each type and can only go up to the maximum distance of the type with the highest speed. For example a character with 30 feet of walking speed and 50 feet of flying speed can walk 30 feet, but if they choose to also fly they can only fly up to 20 feet.
Free Actions
Free actions generally have little to no impact on the outcome of the combat. If you encounter an ability, spell, or item with the combat tag but no action type tag it takes a free action. Some examples could be pushing a button, pulling a lever, or kicking open a door.