Rulebook · EN
Reactive Combat
A reactive, tick-based combat system built around action duration, priority and active defenses.
Continuous readingChapters23
Motivation Behind Reactive Combat
Motivation Behind Reactive Combat
CHAPTER 02The Difference Between Roleplay Mode and Combat Mode
The Difference Between Roleplay Mode and Combat Mode
CHAPTER 03Introduction
Introduction
CHAPTER 04General Concepts
General Concepts
CHAPTER 05Action Economy
Action Economy
CHAPTER 06Basic Concepts
Basic Concepts
CHAPTER 07Action Tiers
Action Tiers
CHAPTER 08Action Board
Action Board
CHAPTER 09Example 1: tier2 Character
Example 1: tier2 Character
CHAPTER 10Example 2: tier3 Character
Example 2: tier3 Character
CHAPTER 11Example 3: tier4 Character
Example 3: tier4 Character
CHAPTER 12Key Rules
Key Rules
CHAPTER 13Action Duration
Action Duration
CHAPTER 14Attacks
Attacks
CHAPTER 15Magic and Spells
Magic and Spells
CHAPTER 16Movement
Movement
CHAPTER 17Reactive Combat in Practice
Reactive Combat in Practice
CHAPTER 18Area of Effect Abilities
Area of Effect Abilities
CHAPTER 19Initiative bonuses
Initiative bonuses
CHAPTER 20Scenario: The sorcerer vs the archers
Scenario: The sorcerer vs the archers
CHAPTER 21Scenario: Deflecting the Assassin's Strike
Scenario: Deflecting the Assassin's Strike
CHAPTER 22Scenario: The Duelist's Gambit
Scenario: The Duelist's Gambit
CHAPTER 23Scenario: Duel of the Arcane and Divine
Scenario: Duel of the Arcane and Divine
Source language: EN · reactive_combat.en.md