Combat
Turn Structure
In combat, how and when you can take actions is the foundation of everything else. With GnG every combatant is grouped into teams and the teams take alternating turns. On a teams turn they decide who gets to go, meaning that all members of the team are involved even when it isn’t their individual characters turn.
And when your turn does come around you get 4 Action Points to spend on any actions that you want. There is no limit to different types of actions, just your mind. Can’t decide what to do? No good options? Well you can choose not to act and any AP unspent will carry over to your next turn (To a maximum of 6).
Martials
Martials are defined by their equipment and how they use them. Because of that we made every weapon unique with a wide selection of properties to provide both positives and negatives for each one. But none of that would matter if we didn’t give the martials themselves special techniques to use these weapons. These techniques can give passive benefits and massively powerful actions to increase martials influence across the battlefield.
But another element of equipment is armour/shields. Whilst they don’t provide additional actions we made sure that armour is incredibly impactful, whether you play as a light-footed assassin or a tank in a tomb of metal, you will be grateful for the protection your armour provides.
Positioning
1 of the biggest elements of strategy in a battle is positioning, and we wanted to make sure that was felt when playing GnG. To do this we deviated from the standardised “Opportunity attacks” that normal just ends up locking down movement completely. Adding to that both the AP system (which forces you to spend valuable resources to reposition) and the wide variety of movement speeds we believe that how you position in battle can easily be the defining factor to your success/failure.
In addition to making movement more possible we wanted to make it have a larger impact so emphasised AOEs as Cones and Lines rather than Spheres. We didn’t eradicate all spheres but they are much more costly, meaning most of the time you (and the monsters) will need to rely on actually lining up the collaterals to have maximum impact.
Wounds
Dying, lingering injuries.
Dealing Damage
Unique monster vulnerabilities, unique damage type critical-hit effects
Varied Objectives
Moral, and goals.
Legendary Enemies
Legendary resistances, actions, and form
War
Mass combat, Champions, Naval combat
