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:
- Do I go first/next/again? Yes, move on to the next question. No, declare the oppositions action and move to step 2.
- Do I hit/do they hit me?
- Do I hurt them (or accomplish the combat related task like disarm or trip)/ Do they hurt me( etc.)?
- (Do I/they succumb to their wounds? Start asking after a side has taken 3 wounds)
Do I go first (or Next or Again)?
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.
In the case of a melee this is an apposed roll between two combat skills or failing that combat skill vs. Reflex -2RS.
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 an Exceptional Yes Stun damage knocks you unconscious. Lethal damage kills you
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)
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.
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.
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.
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