Combat

"You move more slowly with your weapon drawn."

― The Elder Scrolls V: Skyrim

Conflict scenes work in most part like they do in Fate Core. Set the scene, define zones and situational aspects, establish the sides, roll for turn order, and get into the fray.

Because of changes to Skills and other adjustments to the rules, this article provides some clarifications and changes to how conflicts are best handled in the world of The Elder Scrolls.

Combat Order

Initiative

At the beginning of a combat scene, every involved character rolls their initiative with a number of Tally Dice dependent on the type of weapon you wield. In the first round, everyone has the chance to use their minor action to draw a weapon or ready a spell before rolling initiative.

  • Weapons: you roll the number of dice equal to the weight of your weapon.
  • Spells: you roll the number of dice equal to the level of your Spell+1.
  • Unarmed: you roll 0 dice, you start at the top of the turn order.

Ties can be resolved in many different ways, but one suggestion would be to compare your Skills required for the Weapons or Spells you intend to use.

The turn order starts with the lowest number first and goes up until the highest number goes last. You only change your place in the turn order if you switch weapons or are affected by the actions of others.

Taking Turn

During a turn, a player goes through three stages: Effects from Conditions, performing minor actions, and then rolling for a major action. During the first stage, check any Conditions that may produce their effects on you, apply the effects, reduce the Condition’s value if necessary, and go on to performing actions—unless you have been paralyzed or prevented from action in any other way.

Minor Actions:

Minor actions can either be performed at the beginning of a new round—even before rolling for initiative—or during your turn, before your major action. You only get to do 1 minor action per round without any penalty. Some, but not all, of these minor actions are:

  • Moving 1 zone unhindered
  • Drawing a weapon
  • Sheathing a weapon
  • Drinking a potion
  • Applying a Poison

You can perform two minor actions in a round, but when you do so you get distracted from what is happening around you and you grant a Boost to the next character acting against you. If for example, you want to ready a weapon and sheathe your current one—instead of just dropping it—you grant a Boost like “Distracted by Switching Weapons”. You can always just drop your current weapon, which does not count as a minor action. To get it back, however, you will need to perform a full Overcome action.

Major Actions:
Dice

During your turn, you can do a major action. These include Overcome, Create an Advantage, Attack, Defend, or Cast a Spell. This type of action will require you to do a Skill roll.

You can also choose to forgo a major action and do a Full Defense, which grants you a +2 bonus on all Defend actions during the round. Announce a Full Defense at the start of the round.

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Combat

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