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Reactive Combat

A reactive, tick-based combat system built around action duration, priority and active defenses.

CombatActionsRéactions
Continuous reading
Chapters23
CHAPTER 01

Motivation Behind Reactive Combat

Motivation Behind Reactive Combat

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CHAPTER 02

The Difference Between Roleplay Mode and Combat Mode

The Difference Between Roleplay Mode and Combat Mode

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CHAPTER 03

Introduction

Introduction

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CHAPTER 04

General Concepts

General Concepts

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CHAPTER 05

Action Economy

Action Economy

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CHAPTER 06

Basic Concepts

Basic Concepts

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CHAPTER 07

Action Tiers

Action Tiers

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CHAPTER 08

Action Board

Action Board

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CHAPTER 09

Example 1: tier2 Character

Example 1: tier2 Character

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CHAPTER 10

Example 2: tier3 Character

Example 2: tier3 Character

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CHAPTER 11

Example 3: tier4 Character

Example 3: tier4 Character

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CHAPTER 12

Key Rules

Key Rules

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CHAPTER 13

Action Duration

Action Duration

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CHAPTER 14

Attacks

Attacks

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CHAPTER 15

Magic and Spells

Magic and Spells

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CHAPTER 16

Movement

Movement

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CHAPTER 17

Reactive Combat in Practice

Reactive Combat in Practice

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CHAPTER 18

Area of Effect Abilities

Area of Effect Abilities

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CHAPTER 19

Initiative bonuses

Initiative bonuses

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CHAPTER 20

Scenario: The sorcerer vs the archers

Scenario: The sorcerer vs the archers

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CHAPTER 21

Scenario: Deflecting the Assassin's Strike

Scenario: Deflecting the Assassin's Strike

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CHAPTER 22

Scenario: The Duelist's Gambit

Scenario: The Duelist's Gambit

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CHAPTER 23

Scenario: Duel of the Arcane and Divine

Scenario: Duel of the Arcane and Divine

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Source language: EN · reactive_combat.en.md