Great Wyrm
  • 🧚‍♀️Beginner's Rulebook
    • Welcome to Great Wyrm
    • Creating a Character
      • Character Creation Tips
    • How to play
      • Gameplay
      • The Reda Games
      • The Wyrm Chain
      • The Boss Battle
  • 📜Player's Handbook
    • What is Great Wyrm
      • Origins
      • Structure of play
      • The Goals of Great Wyrm
      • Why fully on-chain?
    • Types of games
      • The Reda Games
      • Troll Battle
        • Character Stats
        • Attributes
        • Items
        • Combat
    • Great Wyrm Glossary
  • đź”–the lore
    • Storylines
      • The Discovery
      • The Troll Problem
    • Settings
      • The Kingdom of Reda
      • Heelis
      • Kalash
    • Characters
      • Who’s Who in Heelis
        • The Royal Family of Reda
        • Courtiers
        • Seraphima’s Suitors
        • Other influential figures at court
        • Artisans
        • Scholars and innovators
        • Warriors
        • Clergy and religious figures
      • Who’s Who in Kalash
        • The Baron of Axa and his Family
          • The Axa Twins
          • Other Axas?
          • Teryn of Axa
        • The Government of Kalash
        • Leadership of Kalash
        • Residents of Kalash
        • Visitors to Kalash
        • The Axa estate
      • Unclaimed characters from “The Discovery”
  • ⚒️Game Economy
    • Great Wyrm: World mode mechanics
      • Economic Machine
      • War Machine
      • Decisions
      • World mode simulation
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  1. Player's Handbook
  2. Types of games
  3. Troll Battle

Combat

Each combat stage consists of three steps:

Choose an action: To begin each combat stage, players choose an action.

Roll for fate: The game (alternately, the GM) makes two d20 rolls for fate, the first on behalf of the players and the second on behalf of the troll.

The party with the higher roll for fate has the initiative in this stage, meaning that their attacks and healing resolve first. (Evade happens simultaneously with an opponent’s attack and is not affected by initiative.)

An extremely high or low fate roll causes an extra event which may interfere with the combat. For example, if the troll rolls a 1 for fate, he might drop his club and do no damage that round. If the players roll a 20, lightning might strike the troll, or they might find a useful item on the ground.

Resolve attacks: Attacks and healing are then resolved in order of initiative.

  • Troll attack: The damage from the troll’s attacks is divided evenly among the number of players. Any remainder is distributed randomly. For example, if there are four players and the troll’s attack does ten points of damage, each player will take at least two points of damage. Two of the players, selected at random, will take an additional point each.

  • Healing: Healing is distributed one point at a time. The point goes to the player with the lowest health.

At the beginning of each new stage, players will be updated on the results of the previous stage (player and troll actions and players’ current health).

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Last updated 2 years ago

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