Wednesday, March 26, 2025

Mythic RPG Project: Chapter 5a: Combat Rules

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Combat in Mythic is like no game I have ever seen before, be it abstract or tactical. The whole of chapter 5 geared for you to get the most out of it with charts that explain various tactical advantages, weapon capabilities, the effects of armor, and the consequences of hit location. As such I highly suggest you have a copy of the book at hand to play, but can give you a simplified run down here. 

Basic Combat Procedure

Combat comes down to Fate Questions. There is no side system that treats combat differently than a car chase or reeling in a swordfish in a deep sea fishing trip; with that said though, combat is more granulated than most other Fate related question answer pairs.

The first step is to define what you wish to do. Also give some consideration to what the opposition will do should they go first. 

"I hit him with the shovel; I blast them with my shot gun; I do a roundhouse kick to her face; I body check the ganger and knock him down. After that it is rolling time.

The three (or four) things to ask to lead to a resolution are:

  1. Do I go first/next/again? Yes, move on to the next question. No, declare the oppositions action and move to step 2.
  2. Do I hit/do they hit me?
  3. Do I hurt them (or accomplish the combat related task like disarm or trip)/ Do they hurt me( etc.)?
  4. (Do I/they succumb to their wounds? Start asking after a side has taken 3 wounds)
Depending on the weapon, the character skill, and a dose of luck combat can be very fast or very drawn out.

Do I go first (or Next or Again)?
As simple as this question is there could be some complexity around the answer. The relevant check would be either the combat ability that the PC wishes to bring forward (Martial arts, sword fighting, a hip shot with a pistol, or a magic combat spell). But there is a secondary consideration that has to be wedged in. Is your pistol or sword in hand? Is the spell simple enough to "cast on the fly"? Are you in a combat disadvantaged position (sitting in a chair or laying in bed). If you don't have a particular combat related skill or can't bring it to bare you can default to Reflex Attribute -2RS.

If the answer is yes, you preform the combat action you have in mind. If it is an exceptional yes you may, if logic of the situation dictates get an additional +1RS on the following question. 

If the answer is no then the opposition goes first, usually with the most logical attack available to them. If the result was an exceptional no then the opponent gets the leg up in the next section.

Do I hit/Do they Hit? 
In the case of a melee this is an apposed roll between two combat skills or failing that combat skill vs. Reflex -2RS.  

If you are aiming for a particular location then that will penalize your roll. It is assumed most attacks are for center mass or some other logical position (an armor leg maybe if you are using a swinging weapon).

In the case of ranged weapons, such as guns, lasers, and crossbow bolts the attack is abstracted to the difficulty of the shot, considering things like range, cover, and visibility, but after that point it follows the same procedures below to how effective the hit is. 

A Yes is a hit and a No is a miss, but and Exceptional hit can give an additional +1 or +2RS, or instead give a rider such as disarms knocks down. An Exceptional No, suggest something goes wrong in your attempt that will disadvantage you in the next round.  

Do I hurt them/Do they hurt me?
To determine damage make a Fate check with the aggressors weapon damage (see chart pg. 50) verses the defenders Toughness Attribute (modified by armor if applicable). On a Yes you have a partial effect and the defender now has -1RS for all actions until they have a chance to recover.  All wounds are cumulative.

On a No the damage was grazing or absorbed as a cosmetic wound. 

On an Exceptional Yes  you get the full effect. Not only does the defender take a -1RS wound penalty, but the but a lethal weapon, assuming a hit to center mass or head is dead. A hit to a limb renders that limb crippled. If the weapon is designed to stun the effects are the same for the combat. The defender is knocked out or the limb rendered inoperable. 

Make sure to track each wound taken in your notes, because the information is vital for recovery.

Do I/They Succumb to Wounds?
After taking 3 wounds, whether are lethal or stun, a character must make a Toughness check against an opposition of the damage rank that caused the last wound. Succumbing to wounds is not fatal, but it is the end of the fight. Should you pass, you still have to make this check again after every additional wound, at the new difficulty. 

On a Yes answer the character falls unconscious, over come by the massive system damage of a terrible beating. 

On a No you still take the damage of the hit, -1RS, but you still have fight in you. 

On an Exceptional Yes Stun damage knocks you unconscious. Lethal damage kills you

On an Exceptional No the lethal hit becomes a stunning hit, and a stunning hit is not registered.

Editor: Speed this up by rolling three sets of dice percentile as soon as you declare your action. Make sure there is an order to them (or if you are rolling  a dice rolling app read them in the order they are generated). Then, you just need to look up results. 

Recovering from Stunning Wounds
As one would expect recovering from stunning wounds takes less time than recovering from lethal wounds. This roll places the characters Toughness across from the most damaging Stunning wound. 

On a Yes result the character recover from that particular wound. (Each wound must be handled individually, so keep track of how and where you are damaged).

On a No result, there is no change and the accumulated penalties still apply to your actions.

On an Exceptional Yes, You recover form this wound and the next highest wound.

On an Exceptional No, the wound not only doesn't recover, but a recovery check cannot be made for another 1-30 days (depending on players choice based on the severity of the wound)

Recovering from Lethal Wounds
Recovering from a lethal wound is harder. First an appropriate increment from 1-30 days must pass. Then a Toughness check is made against the highest ranked Lethal Wound.

On a Yes Result the character recovers from that particular wound. 

On a No Result the character has no change and the same amount of recovery time must pass before another roll can be made.

On an Exceptional Yes result the Character recovers in half of the expected time.

On an Exceptional No result a complication arises from the wound and the character dies.

Each one of these rules above are just the bare bones of the system. The full combat chapter has all kinds of useful modifiers to make the game shine. 

Over the next couple days I will play out a few combats the come back here and drop a demo, but if you are reading this before I do, pick up a copy of the book and see all the excellent demos that are already in print.

Random Events
Though we haven't covered the topic of Random Events yet, they can happen during any Fate question. I suggest all Random Events generated during a fight be be either be about the fight. This excludes Remote Events, Moving Towards or Away from a Thread, or Ambiguous Events, unless they make since in context of what you are doing right now. Combat is exciting and should be derailed. With that said, this isn't in the Rules a Written, it is just my advice 

Editor: This is one of the more lethal combat systems for a narrative RPG. If you are playing solo you can adjust the dials a bit, but then you would lose the excitement of the fight. I strongly suggest if you character takes lethal damage then you find medical care somehow. Sure you may then owe the mob money, but they will be invested in your recovery so you can pay them back. 

I highly encourage you to take some time and read this chapter. It has excellent examples and cards which outline each step of combat, useful weapon charts and charts that give combat modifiers. There is no way to do justice to this system with a mere summary. 

I am working on a combat example for melee and ranged fighting, but trying to get into a short enough blog post is proving difficult. It plays faster than it reads. The best solution I have come up with is two blog post, one melee and the other ranged. In the mean time I am going to move on to Chapter 6.

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