Combat Update - Together is the Guild V2.0


Turn-based Combat is here!

Or how the system is calling it: Turn-based Actions.

With this update, I've overhauled the wound system, items rules and added a first version of a turn based combat system. Read further to find out all about the changes!

Turn-based Actions - New!

Turn-based actions is a new set of rules that will help managing any combat encounters. It is tightly integrated into the core rules of actions you do outside of combat. View it as the action scene in a film which goes into the details of a fight between characters, allowing every one of them to shine!

The progress is tracked in turns and rounds. During every round, each player will get their own turn where they can do one action and movement. Which then follows up at the end of the round by the GM taking action for the enemies and changing the field in a big way. This cycle continues until the battle is over.  Actions are whatever the player comes up with, and follows the same rules as normal, including other players doing Aid or Set Up actions, as well as Devil Bargains.

Turn-based Actions mode can also be used for non-combat scenes, as it is just a way to help the GM manage the current scene. It is however most useful for combat. 

It includes helpful tips for:

  • Ranges
  • Turn order
  • Combat Damage

Also, it is completely optional to use it. You can also just go for a freeflow combat if that is what you prefer!

Combat Features

In addition to the turn-based actions as its core, there have been a variety of changes to allow for better combat integration. Including:

  • Traditional RPG Health System instead of the wound system. (It is a number now)
  • Added rules on damage from players & enemies perspective.
  • Added initial guidelines on creating NPCs & Enemies.
  • Improved Items rules to make it easier to be used for combat.

The aim for the combat in Together is the Guild is to keep it as roleplay focused. I also sometimes call it "Narrative Combat". It lacks the depth of games such as Dungeon & Dragons or Pathfinder, but allows for imagination to go haywire!

Let me know what you think of the combat! Its still heavy under playtesting, but I am quite happy with this first version!

Health System

One of the other big changes is the introduction of the health system. This will substitute the wound system. The health system is more relatable to traditional fantasy RPGs such as D&D. All the player characters start with 10 Health, and when they do certain actions and get a consequence, they take damage. The amount of damage is similar to how the wound level is calculated. Level 1 wound = 1 damage, and so forth. With this, the negative effects where also removed.

In addition, the downtime activity to heal has been simplified to a flat heal, with an additional roll from one character to help out for potentially more.

Classes that had special abilities related to the wound system have had their special abilities updated.

Other changes

Below a list of other changes:

  • Maximum proficiency in Actions lowered to 3. (So only 3 dots)
  • Updated all class Items
  • Updated Items & Weapon rules
  • Fixed a couple of grammar or spelling mistakes.

Hope you enjoy this combat update! Me & My friends have been having lots of fun already trying it out.

PS. There is one really small teaser for the setting I'm writing somewhere with these changes. 😁

Files

Together_Is_The_Guild_Rules_V2.pdf 253 kB
Jan 01, 2023
Guild_And_Character_Sheets_V2.zip 1 MB
Jan 01, 2023

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