Combat
To kill a body, you must first carve it into lines.
In Last Odyssey, when Heroes engage in violence against one or more NPCs, this is referred to as combat. When combat begins, the theater of the mind is supplanted by a more restrictive theater of battle that the characters cannot exit until they either flee the fight, defeat their opponents, or are defeated by their opponents. In Last Odyssey, each battle takes place between two opposing sides, with the Heroes and their allies on one side and their opponents on the other. Battles are tactical affairs, and the flow of time is divided into discrete, ordered sections called rounds. Each round allows each character to act at least once, although certain abilities, such as the Saboteur’s Slow or the Commander’s Orders, can create exceptions to this rule.
- The Order of Things
- Starting Combat: A guide to the process of starting a battle.
- The Combat Round: How in-game time flows during combat.
- Their Results
- Attacking and Defending: The rules for dealing with spells, strikes, and sleights.
- Elements: Special ability traits that modify the damage they deal, and sometimes their accuracy, as well, depending on the target.
- Shells: A special type of HP that gives protection from strikes and vulnerability to spells.
- Glamors: Increasing and decreasing character statistics during battle.
- Statuses: How to handle negative and positive effects within Last Odyssey’s combat system.
- What Comes of Them
- Ending Combat: The aftermath of a resolved fight.
- Injuries: The consequences of losing.
- Random Tables: Reference tables for dealing with random abilities and effects.
- How to Keep Track
- Battlemap: A visual aid for running combat.
- Formation Sheet: For recording and updating party role configurations.