Combat
System Overview
In Tales of Aesor, combat encounters are turn-based with light tactics elements such as planning and positioning. To start, combat will be primarily PvE (player versus environment), and involve one to four allied Avatars.
Combat Grid Layout
The Combat system separates the allies from the opposition into two sides of the combat map. Each side has a grid that the units are placed on. Ally and Enemy grids are disconnected, meaning a combatant can't cross to the other side of the battlefield.
Each grid is made up of a front and back row and each row is made up of 4 grid spaces. Normally combat will take place on 2x4 grids however in some cases the enemy side may be larger and view adjusted to represent bosses of large scale.
The limited range of positions creates a combat system that's densely populated, making effects like area-of-effect attacks more predictable and more likely to hit additional targets. Some actions will desire targets to be adjacent to the left and right of the primary target, while others such as impaling attacks will yield maximum results when targets are lined up one in front of the other. We aim to incorporate streamlined traditional tactics mechanics, so that combat is fast-paced and enjoyable, while still requiring a strategic approach.
Choose your Formation
When a party enters a combat encounter, the player can position their avatars among the grid tiles on their side. This phase is removed and replaced by random placement if the party is surprised.
Initiative
At the beginning of each round of combat, Initiative is rolled to determine combat order. The Highest Results go first.
Surprise Mechanic
The allied party can be surprised when ambushed during camping or when entering locations without scouting first. Enemy parties can be surprised if the player enters a location undetected.
When a party is surprised, the initiative is rolled with a disadvantage and the positioning of the surprised party is randomized on their side of the grid.
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