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We’ve talked before about how we handle positioning and movement with zones in combat. In our system, movement is tied into you the moves you make. More on zones: snarlrpg.com/blog/zones
snarlrpg.comZonesOne of our aims with conflict in The Snarl was to have a system that was largely theater-of-the-mind but that still had robust tactical elements. To this end we adopted a zone-based combat system, wit...
In combat, you can choose to spend all of your actions making attacks. However, each attack after the first is more difficult and inflicts a _jolt_ upon you, so it comes with a cost, as you are opening yourself to attacks. (Read about jolts: snarlrpg.com/blog/jolts)
snarlrpg.comJoltsThe Jolt System represents one of the unique ways in which we handle combat.
Read more about The Snarl on our Dev blog! snarlrpg.com/blog
Overall it’s a pretty straightforward system and we’re happy with it, though of course we are still refining some of the action costs. That’s where you can help out with our upcoming open playtest!
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