Tag Archives: Combat

Effects of dying or getting knocked out

Most players does not like to have their characters killed in every confrontation and then be forced to go through the character creation process over and over again. On the other hand if getting killed or knocked out means absolutely … Continue reading

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V3.0 The Healer – Counter damage archetype

V3.0 The Healer class Design thoughts: Technically the Healer is a booster since the goal of the class is to improve the performance of the party. It is however a special case of boosting as it does not increase the … Continue reading

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Revision 3 – The Archer/Marksman

V3.0 The Archer class Design thoughts: The archetype for the ranged target damage dealer class is the Archer. Conceptually the archer is the trained military oriented archer, a part of a regular regiment or as a mercenary. They are dedicated … Continue reading

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Classes – Revision 3 – The pelast – Short range target damage dealer

Revision 3 of the classes/careers – First out: The Peltast. When posting the version 3 revised classes I will start with the 10 archetype ones or as close to archetypes as they will come in this iteration of the game. … Continue reading

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The general idea behind the classes

The basic idea is that all classes should have thyeir own space in combat and in role play. A place where their separate abilities move the story forward or tips the combat in the party‚Äôs favor. For the roleplay part … Continue reading

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The combat encounters in Approximated Fray (rules excerpt)

In Approximated Fray the combat is executed in a way that the actions are simultaneous. This means that every action is executed before any effects of those actions enter into play. The combat turn is divided into three separate phases … Continue reading

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