Battle is an important part of SW 2.0. Its common for PCs to fight to clear out obstacles by fighting. In combat these rules of Action Resolution determine the success of attempts to hit, evade, and use skills.
In this section, we explain how to resolve player actions in combat.
Supplements & Notes Edit
We've set aside a section, Supplements & Notes, to pull out and define individual terms that relate to combat. This section is on and after page 190.
Even though combat rules are without question the most complicated part of TRPG rules, there's no need to memorize everything. You should be fine if you read through the full rules so that you have a basic understanding, then just refer to this section with any questions.
For now, just try to get a broad understanding, and come back for the details later.
"Simple Combat" and "Standard Combat" Edit
These combat rules have both Simple and Standard rule sets.
For the Simple rules we largely cut down on rules concerning movement and distance to make play a bit less burdensome. Players and GMs new to SW 2.0 should use these rules first to get a basic understanding of the basics and process of combat. This Simple rule set is also well suited to player groups that don't want to focus so much on combat, like those who prefer solving puzzles or simply telling a story.
The Standard rules, in comparison with the Simple rules, are more difficult to learn, but also allow for a greater depth of strategy in play. Players who aren't satisfied with the basic nature of the Simple rules should try the Standard rules instead.
The Flow of Battle Edit
All combat, Simple and Standard, follows the sequence outlined in the Battle Process Chart below.
- Initiating Combat
- Leading Party's Turns
- Following Party's Turns
- Check for End of Combat
- End of Combat