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
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