Level Up (A5E) Things in Level Up's combat system

Morrus

Well, that was fun
Staff member
Here's a few tidbits. All early draft and subject to change.
  • Different rolls for initiative based on the situation
  • World Actions (the environment can take an action at the start of each round)
  • Leading (dragging) allies, back-to-back, flanking, attacking from above, pulling from below
  • Pressing the Attack and Falling Back (giving ground)
  • Block reaction with a shield to turn a critical into a regular hit (breaks the shield)
  • Basic Melee Damage on special melee attacks and a Combat Defence score alongside AC
  • Ongoing damage
  • Fatigue as a result of serious wounds (but only felt after the fight ends - no death spirals)
  • A new Doomed condition
  • Special melee attacks (shove, disarm, grapple, knockdown) are more attractive and easier to resolve
Pressing the attack against an enemy to the cliff edge and shoving them off is a thing that is totally viable and easy to resolve. The goals to make combat more mobile, more dynamic, and with more fun cinematic choices without making it into a borefest.
 
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Faolyn

(she/her)
Can you explain or give examples o what sort of situations you're talking about that might affect initiative?

I am definitely intrigued by the notion of World Actions. Although I feel I'd have to make some sort of flow chart for myself to remember to use them, considering my terrible memory.
 





I'd love to hear more about the combat defense score. It is a passive score, or something you roll for? Does the player choose how to defend? (like in Conan, where you choose between dodging or parrying an attack).
 

Morrus

Well, that was fun
Staff member
I'd love to hear more about the combat defense score. It is a passive score, or something you roll for? Does the player choose how to defend? (like in Conan, where you choose between dodging or parrying an attack).
At present it’s a passive score being the better of a passive Str (Athletics) or Dec (Acrobatics) check, used as the target number for disarms, shoves, knockdowns, that sort of thing. It’s only in draft form right now though so don’t hold me to it. Also those special melee attacks do a little bit of damage too (1 + Str mod).
 
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Caliburn101

Explorer
It would be good to see a set of rules on party retreats and escapes so the Dm can throw unbalanced stuff at groups from time to time and they have to take to their heels, or indeed if they get outgunned by chance and need to beat a hasty retreat anyway...
 

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