Simply put, combat is far more involved than simply poking at your enemy with a stick. A fight is a dynamic event involving two parties changing their positioning and stance to better combat the opponent's style. Of course, this is assuming a duel. More complicated situations such as an all-out brawl
In combat, both sides roll a dice in an initiative roll. The side with the higher dice strikes first, and the difference between the two rolls is used as a bonus for every dice rolled further. The loser strikes second, if he even rolls above a 2. The initiative roll is a regular action--as such, it is subject to contextual modifiers like overshooting and failure, as well as exploding 1's and 6's.
Before getting to offense, there are two primary defensive rolls, portrayed as dice:
-The evasion dice excludes a certain number of damage numbers equal to the amount rolled.
-The defense dice excludes all damage numbers equal to or below the amount rolled.
Now, for how damage is dealt: any attack in the game, be it fisticuffs or a flurry of blade attacks, consists of a
damage pattern with dice rolls and flat numbers, giving
damage numbers, which are then added up to a total
damage roll. A arquebus, for example, is a simple weapon to use and always has a similar damage pattern regardless of how you use it. Consider the following scenario:
A normal shot from an arquebus deals d4+4 damage, which is basically 4-8 damage. A round of canister shot changes the damage roll to 4d2, which means you flip four coins and add 1 damage for tails, 2 for head. Still 4-8 damage.
Now what is the difference? Let us compare two targets, one rolls 2 defense and one rolls 2 evasion. Let us say that the normal arquebus shot rolls 4+2, while the canister shot rolls 2+1+1+2
- The evasive target will exclude the first two dice. For the normal shot, this dodges it completely despite the action being successful on the part of the gunman. The canister shot still gets its last two dice in, dealing 3 damage.
- The defensive target will exclude the second dice of the normal shot and all the dice of the second shot. This leads to 4 and 0 damage respectively.
Health, despite the previous talk about damage and modifiers, is still based on chunky salsa mechanics. Damage rolls of 6 or 1 will be exploded and modifiers will overflow into the second roll, as usual.
All evasive rolls and exclusions happen before defense rolls. You can't defend against an attack that you dodged. This means that different weapons with different damage patterns may be advantageous in certain situations. Additionally, varying your assault by saving strong rolls for last will help ensure your success. However, different kinds of armor and different traits can add further modifiers, so do not assume your attacks will always work on all targets.
Evasion and defense dice sides both start out at two. Items and traits have a (description) which states when and where they give modifiers, such as +2 evasion dice size, or +2 flat defense against certain attacks.