Combat

In Tag and Tally, there is a 5 stage combat loop. Each stage is one roll by the player that does something very specific.

  1. The Opening — who has advantage
  2. Tactical Maneuver — set up the stage for your "attack"
  3. The Attack — you attempt your plan
  4. The Counter — your opponent gets a turn (you roll defense)
  5. The Resolution — how it all ended

Armor

Armor eases defense and hinders stealth and decreases carrying capacity by 1.

Armor Ease Defense Hinder Stealth Carrying Capacity Reduced
Light 1 step 0 steps 0
Medium 2 steps 1 step 0
Heavy 3 steps 2 steps 1

Combat Loop

Phase 1 — The Opening

Players roll against the DC of the target scene/creature/task.

Attack d20 Result Outcome
1 Fail, and Hindered by 2
2 to DC-6 Fail, but Hindered by 1, but the enemy is surprised
DC-5 to -1 Success, but Ease by 1, but take a strain
DC to DC+4 Success Ease by 1
DC+5+ Success, and Ease by 2

The outcome affects only your Tactical Maneuver

Phase 2 — Tactical Maneuver

The Players try to ease their own actions, or hinder their opponents actions. This is an action taken against the scene ie: putting out the lights, throwing out caltrops, casting a fog spell to create a scene tag that applies to everyone or by easing their own actions ie: drinking a potion, casting a buffing spell, hiding in the shadows.

Attack d20 Result Outcome
1 Fail, and Your actions failed, and you are hindered by 1
2 to DC-6 Fail, but Your actions failed, but nothing bad happens
DC-5 to -1 Success, but Your actions succeeded, but you are hindered by 1
DC to DC+4 Success Your actions succeed and the tags are applied universally
DC+5+ Success, and Your actions succeed and your next actions are eased by 1

The outcome come affects your Attack and Counter Rolls

Phase 3 — The Attack

The Players go all out and try to accomplish their goal applying the scene tags as necessary and any additional ones that apply.

Attack d20 Result Narrative Outcome
1 Fail, and Disaster strikes. Hinder 2 steps
2 to DC-6 Fail, but Missed, but kept guard. No Modifier
DC-5 to -1 Success, but Hit, but left an opening. Hinder 1 step
DC to DC+4 Success Clean strike. Ease 1 step
DC+5+ Success, and Devastating blow. Ease 2 steps

The outcome affects the Resolution.

Phase 4 — The Counter

The creatures get a turn to counter. The scene tags still apply and the players can use their tags ease/hinder as they apply. The player rolls a defense roll.

Attack d20 Result Narrative Outcome
1 Fail, and Caught off guard, defenses shattered. Hinder 2 steps
2 to DC-6 Fail, but Forced to retreat, but kept your shield up. No Modifier
DC-5 to -1 Success, but Blocked the blow, but the impact was jarring. Hinder 1 step
DC to DC+4 Success Perfect parry or dodge. Ease 1 step
DC+5+ Success, and Counter-parry creates a massive opening. Ease 2 steps

The outcome affects the resolution.

Phase 5 — The Resolution

The dust has settled. This is what happened.

Final d20 Outcome Narrative Result The Wound
1 Fail, and Crushing Defeat. Lasting Scar
2 to DC-6 Fail, but Driven back/Escaped. Debilitating Injury
DC-5 to -1 Success, but Messy Victory. Lingering Trauma
DC to DC+4 Success Clear Victory. Strain
DC+5+ Success, and Flawless dominance. Unscathed

A success or better means the objective of the conflict (killing the monster, escaping the guards, clearing the room) is achieved. A failure means the objective was lost, or achieved at a terrible narrative cost alongside the injury.