Combat mechanics


Combat
Parry
A parry rewards close attention. Reading an enemy's attack and answering it at the last moment feels better than running away from it, and it turns defence into the start of an attack.

Combat
Projectiles
Shots let the player hit what is far away, and give the enemy something to dodge. A shot you can see coming, that always hits what it touches, feels fair, and that is what this page is about.

Combat
Stagger and Poise
Poise lets a big enemy shrug off light hits and a light enemy fall over at a touch. Heavy weapons then feel heavy, attacks need a choice of when to commit, and a fight has moments where the enemy is open.

Combat
Status Effects
Status effects give attacks a lasting result beyond the damage: a hit can leave the target hurt, slowed or helpless for a while, which lets fights be won by setting things up.

Combat
Threat and Aggro
Threat lets a team of players share a fight on purpose: one holds the enemy's attention while the others do their work. Players can read why the enemy chose someone, and can change it.

Combat
Turn Order by Initiative
A fight with several fighters needs a fair and readable answer to who goes next. A score from speed and a little luck makes fast fighters act earlier without making the order the same every fight, and a fixed order per round lets the player plan ahead.

Combat
Turn-Based Combat
Turn-based combat gives the player time to think. Every action is a decision, made in full view of what it will do.

Combat
Weapon Switching
Carrying several weapons gives the player choices in the middle of a fight, and the time a swap takes makes each choice cost something.