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Old 12-20-2016, 05:22 AM   #1
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  • Jul 2013
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While After Reset RPG takes place in a real-time environment, we are careful to keep the combat system from becoming a "click-fest", where the player with the fastest reflexes wins. Instead, combat involves a multi-layered approach in the same way it was in Neverwinter Nights and Knights Star Wars: Knights of the Old Republic.

The base layer consists of a single-click combat system, in which clicking an opponent initiates combat and characters repeat basic attack actions until either the target is slain or another action is assigned (by the player).

The second layer consists of a queued combat system, in which special combat actions (such as switching weapon modes, using an item, fleeing or flanking, etc.) are entered into an action queue and one of these is performed with each attack until the queue is empty, at which point the character reverts back to basic attacks.


An initiative roll is made whenever a character enters combat or is the recipient of an offensive ability (such as Ultrasonic Wave) or an item (such as grenades). This roll is used to determine the order in which creatures act in combat, which is of great importance in common pencil-and-paper games. In After Reset RPG, this roll is used to determine the order of priority of attacks conduction when multiple combat participant must act at the same step. Due to combat rounds are defined by creature, Initiative rolls are getting high importance for such situations like melee vs melee or ranged vs ranged.

The roll is a D20 plus the character's current Agility modifier, plus bonuses from feats.

This roll is performed once when combat starts, then is remembered for as long as the creature remains in combat. Whenever multiple creatures attempt to act simultaneously, their actions are taken sequentially instead, going in order from the highest to the lowest initiative roll.

Initiative is also very useful in low level environments where characters have only one or two Attacks-per-Round and a low number of hit points, in which case avoiding any attack may be the crucial frontier between life and death.


A round is an in-game unit of time that lasts six seconds and comprises 12 steps (0,5 second per each step). In addition to being a general unit of time (such as for the duration of effects), a round is the basic reference time interval for combat.

Combat rounds are defined per creature rather than being global throughout the area (or even throughout a combat). Each creature's individual combat round is started the moment it engage an attack (melee or ranged) or uses an offensive item. (Using Skills usually does not start a combat round.)


The term Attacks-per-Round (APR) refers to how many attacks a creature is able to make during a round (6 seconds). The Base Attacks-per-Round is determined by the creature's Base Attack Bonus (BAB). Even though BAB continue to increase at higher levels and it might be increased by switching weapon modes or by various feats and effects, - each creature might have up to 12 attacks as the maximum, including Attacks of Opportunity.


An attack of opportunity (AoO) is a single (per round) free attack that is automatically taken when an enemy makes themselves vulnerable, such as moving in combat or using an item or skill. This can only be made when the attacker is unarmed or wielding a melee weapon. Making an attack of opportunity will cancel other actions, such as using an item or skill.

The situations that provoke an attack of opportunity are:
- drinking/eating a consumable item (water, food, drugs, etc.);
- using skills,
- firing a ranged weapon (except for 1-handed ranged weapons with proper CQB feats training) in melee;
- running while in melee range.

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