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.
- The Opening — who has advantage
- Tactical Maneuver — set up the stage for your "attack"
- The Attack — you attempt your plan
- The Counter — your opponent gets a turn (you roll defense)
- 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.