Apps close on 30 October 2025 until 1 February 2026!
Combat RP in Folkland runs in a turn-based fashion, where each enemy and character rolls randomly for their order in combat, and then each take that turn performing actions. The combat mechanics are based on a combination of Dungeons and Dragons 5e, Dungeon World, and turn-based mobile games.Β
Combat is a rare occurence in the Folkland main story as we tend to prioritize the creative interpretation of battle and combat through art and writing, rather than acting it out mechanically.
But for future special events, a simple combat system has been created.
β οΈTo make combat missions more effective, we are working on automating the enemy rolls and attacks so players can start combat by themselves without needing an admin to be involved. This is going to be done through the use of Discord bots. Stay tuned!
π Initiative
The order of attack is based on a random roll of a 6 sided die plus a character or enemy's speed stat. The highest roller goes first, in descending order to the lowest player.Β
Example:
Perenelle has a speed stat of 1. The enemy has a speed stat of 2.
Perenelle rolls a 4 on a 6 sided dice. Adding her speed stat of 1, her initiative is 5.
The enemy rolls a 2 on a 6 sided dice. Adding their speed stat of 2, their initiative is 4.
Because Perenelle's total initiative roll was higher, she goes first.
π Combat Actions
Like in Dungeons and Dragons 5e, a player can take an action and bonus action during their turn. They can only take one of each type of action per turn.
Action β A major attack or move.
Bonus Action β A minor/supporting attack or move.
Movement β A movement to position your character on the battlefield.
Whether you hit or don't hit on your Action turn, is determined by a dice roll of two (x2) 6 sided dice (like Dungeon World):
If you roll 1-3 β You miss and the enemy gets to counterattack.
If you roll 4-6 β You miss.
If you roll 7-9 β You hit and deal partial damage.
If you roll 10-12 β You hit and deal full damage.
π Actions
An action is any kind of major activity a player wants to make during a turn.Β
Examples:
Attack Action: This is a standard action that allows a character to make one or more weapon attacks against an opponent. For example, a fighter can take the Attack action to make multiple melee or ranged weapon attacks during their turn.
Cast a Spell: Spellcasters can use their standard action to cast spells. The type of spell and its casting time (action, bonus action, or reaction) determine how the action is used.
Dash: A character can use their action to double their movement speed for the turn. This can be useful for quickly covering more ground in combat.
Dodge: By taking the Dodge action, a character gains advantage on Dexterity saving throws and opponents have disadvantage on attack rolls against them during that turn.
Help: The Help action allows a character to assist an ally with a task, granting advantage on that ally's next ability check related to the task.
Hide: A character can use their action to attempt to hide, making it more difficult for opponents to spot them.
Search: When a character wants to actively search an area for hidden items or creatures, they can use their action to do so.
Use an Object: Characters can use their action to interact with an object in the environment, such as opening a door, drawing a weapon, or drinking a potion.
Grapple: A character can use their action to attempt to grapple an opponent, trying to hold them in place.
Shove: The Shove action allows a character to use Strength to push an opponent, either knocking them prone or pushing them away.
Ready an Action: A character can use their action to prepare a specific action or spell to trigger in response to a particular condition or event.
Disengage: By taking the Disengage action, a character can safely move away from an opponent without provoking opportunity attacks.
Use a Class Feature: Many character classes have unique features and abilities that require an action to use, such as a special attack or item use.
π Bonus Actions
A bonus action is a specific type of action that a character can take on their turn in addition to their regular action. Bonus actions are typically granted by class features, spells, or other game elements, and they allow a character to perform certain actions quickly or as a part of their regular action.Β
π Resource Management
Managing your characters resources during battle is critical. Resources can include health points, spell slots, or inventory.
Your characters Fortitude stat determines how many health points they have.
For every 1 point in Fortitude, you have 20 health points.
Your inventory and spell slots will be determined by your class and subclass.
π Status Effects
A status effect, also known as a status ailment or condition, is a temporary change in a character's or creature's attributes, abilities, or behavior that typically results from a special attack, ability, or game mechanic. Status effects can have a wide range of effects on gameplay, and they add depth and complexity to combat and strategy.
Status effects can be both beneficial and detrimental, affecting characters and creatures in various ways. The duration of the status effect depends on the spell cast or action performed.
A list of possible status effects:
Poisoned β The character suffers extra damage each turn.
Burning β The character suffers extra damage each turn.
Paralysed β The character is unable to move or perform actions.
Asleep β The character is unable to move or perform actions.
Stunned β The character is unable to move or perform actions.
Confused β The character is unable to perform actions or performs illogical actions that do not benefit them. They may have disadvantage on saving throws.
Blinded β The character can no longer see but can perform an action with disadvantage.
Charmed β The character performs an verbal action of their opponents choosing.
Silenced β The character can not cast spells or communicate with allies.
Slowed β The characters movement is halved.
Hastened β The character movement is doubled and they get an extra action each turn.
Afraid β The character has disadvantage on attacks to the caster, and cannot move towards them.
Hexed β The character suffers extra damage each turn.
Cursed β The character suffers extra damage each turn and has disadvantage on actions.
Healing β The character regenerates some health each turn.
Invincible β The character cannot take damage.
Immune β The character cannot suffer status effects and automatically succeeds on fortitude saving throws.
Frenzied β The character is forced to attack whoever is in their vicinity.
Buffed β The character gets advantage on their action rolls.
Prone β The character is lying on the ground and has to spend an action getting up.
Status effects can be in effect only on the characters next turn, or ongoing (it keeps happening until the character passes some sort of ability saving throw with dice or is knocked out).
π Armour
Armour acts as temporary hit points for your character.Β
Your armour or shield will absorb any damage first, and when it is destroyed your character's health points will be depleted next.Β
π Damage
Damage of physical and magical attacks is determined by the quality of your character's weapon or spellcasting focus.
Special subclass skills may also provide extra damage.
π End of Combat
Combat ends when either the character or the enemy can no longer engage in combat. Whoever is still standing is the victor.Β