Tuesday, February 21, 2012
Magic Realm: Combat And Player Skill
Magic Realm uses a highly deterministic system to resolve combats.
A player chooses their method and speed of attack, their armor, and their maneuver. They then cross-reference those three choices against the attack and maneuver of their opponent.
There is no "to-hit" roll. There is no rolling for damage. You either kill the native or monster, or you don't.
Likewise, the native or monster either hits you or they don't. If a native or monster hits you, they can kill you outright, grab you in preparation for a subsequent death blow, wound you, or do no damage.
With certain exceptions, your chance of killing or being killed is within your control as a player, and depends on your choices, before and during combat.
The first element is your direction of attack.
You may recall that in ADnD 2nd Edition, each weapon is classified by type, either (B)ludgeoning, (P)iercing, and (S)lashing.
Likewise, in Magic Realm, players may select one of three attack directions during combat: Smashing, Thrusting and Swinging.
When playing your attack in one of those directions, you must include two things. One, you need to play a readied weapon. Two, you need to play a fight chit or a gloves card that is at least as powerful as the readied weapon.
In Magic Realm, the monsters and natives are not sophisticated enough to attack and move in different directions. They either charge forward, while thrusting with their weapon, dodge to the side while swinging their weapon, or duck while smashing down with their weapon.
You place the monster or native you are fighting in one of those pink boxes. If you a fighting more than one, you must place each in a separate box, and if you are fighting more than three you can place any additional monsters after 3 in whatever boxes you choose. It doesn't really matter which box(es) they are placed in: during the combat, the monsters will change directions, so you have no control on which box they finally move and attack.
A shield protects in any of the three attack directions, but can only be placed in one of the three circles. Therefore, a player must decide in which direction she wants to be protected by her shield.
We'll look at the how a combat round is resolved, in a subsequent post.