Combat
A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and Spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A Round represents about 6 seconds in the game world.
During a round, each participant in a battle takes a Turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls Initiative. Once everyone has taken a turn, the fight continues to the next Round if neither side has defeated the other.
As with other Gears, the GM tracks time during combat. Every round, the GM adds a die (usually 1d10 ) to the Time Pool, and the Time Pool is emptied after it reaches 10 dice, signifying that 1 minute has passed. Negative consequences for the passage of time include alerting additional enemies or environmental effects such as a flooding room.
If a creature pursues an action during combat that has a duration of at least 1 minute, that creature must continually take that action every round until the Time Pool empties or combat ends.
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