Read the distance
Decide whether to close, kite, flee, dismount, or fire based on the weapon, target, terrain, and motion.
COMBAT // VIOLENCE HAS A COST
A PLAYER LOOP
Decide whether to close, kite, flee, dismount, or fire based on the weapon, target, terrain, and motion.
Movement, attack, reload, equipment changes, item use, and mounting compete for the character's next action.
Spend ammunition, absorb wounds and armor wear, recover, surrender, pursue, loot, or retreat.
WORLD RULES
Accuracy falls with range and difficult target motion, while target size and weapon characteristics change the chance.
Penetration depends on weapon, armor class, and distance; hits can wear armor even when they do not wound the wearer.
Carried items and equipment remain at the death site, while the same character returns empty-handed in the town safe zone.
A fight can break a route, consume a town's ammunition, expose valuable equipment, create a bounty proof, or end an agreement.