Combat in Insight Fantasy – a short introduction
Combat in Insight Fantasy is Turn- & Round-based. Using tiles for measuring distances can be useful. Attack and defense are performed like any other Skill roll; the more you have focused on combat skills, the more likely you will survive.
There are several different combat related skills, depending on which weapons and combat style you prefer, and there are several different attack actions to choose from (standard attack, charge attack, acrobatic attack, trip attack, etc.).
The number of actions you can perform during your turn in combat is determined by your current amount of Combat Points. You spend Combat Points every time you make an attack action, move and perform other actions. Certain skills will increase your available Combat Points.
Like other skill rolls, you roll as many dice (d10) you have available when you attack your opponent (this is determined by the Skill Combination used for the Attack Action). Count the number of successes you get. Your opponent makes a defensive roll the same way; by rolling all available dice and count the number of successes. If the defender has an equal amount of successes as the defender, the attack has been deflected. If the defender has more successes than the attacker, the attack has been deflected and he/she may attempt a counter-attack. If the attacker has more successes than the defender, the attack is a hit and will deal damage.
In brief: Attack Roll vs. Defense Roll
The amount of damage dealt per success depends on the weapon, but your selected skills also make a difference. Similar weapons may deal damage differently depending on the user’s skills (precision and accuracy will make Piercing Weapons more deadly, various combat techniques are necessary to wield Slashing Weapons correctly, and raw strength will increase the damage to Bludgeoning Weapons).
Calculating damage: successes × weapon damage.
There are two main weapon categories; melee weapons and ranged weapons. Among the ranged weapons, you will find bows, crossbows, slings, and blowguns. Melee weapons are categorized into three main sizes; small, medium and large. Small weapons are light and quick (require few Combat Points), large weapons (two-handed) are bulky and slow (require more Combat Points), while medium weapons are somewhere in the middle.
The fewer successes your opponent is able to negate (defensive roll successes); the more damage you deal. The more skillful you handle your weapon; the more damage you deal per success.
Armor will reduce the damage dealt; different types of armor provide different protection versus the various damaging types. Wearing armor will hamper your movement, but there are of course skills you can choose that make you able to use armor with fewer disadvantages. Shields are defined as weapons in Insight Fantasy, but they are primarily used when you need to block an incoming blow.
The three defensive methods: Defense, Dodge, and Block.
All participants go by turn, following the Initiative sequence, but because everything happens simultaneously, you also have the opportunity to perform Pre-Actions (an action performed during another participant’s turn). Pre-Actions are Combat Point-expensive, but can be essential for a group to get the upper hand.
Your number of Health Points determines how much damage you can take before your Ability point is reduced by one point. All hits to your Body (default Hit Location) will reduce your Physical Fitness Ability value. When it reaches 0, you are dying. You can also take damage to your arms, legs, or head, which will reduce other Ability values.