Chapter 7.
Combat
Start and End of Combat
First, let's describe the procedure for starting and ending Combat.
Start of Combat
Combat begins when the GM announces the start of combat. The GM will lay out an Encounter Sheet (the sheet with the map/grid) on the table.
End of Combat
The Battle will continue until the GM meets the battle termination conditions and declares it to be over. The GM may declare the end of a battle during battle or Round (described later), and wrap up the battle or Round.
Round Progress
Combat is processed with an in-game unit of time called a Round, and the process for executing a round is called Round Progress. Each round consists of four sub-processes: a Setup Process, an Initiative Process, a Main Process, and the Cleanup Process. Repeating this is called Round Progress.
The Round Progress can be used for various situations other than battle, such as disabling a trap within a limited time, or even escaping from big rolling rocks.
Pre-action and Post-action
Characters that are in progress in a Round are managed in either the [Pre-action] state in which they have the right to perform the Main Process in that Round, or the [Post-action] state, in which they have already performed their Main Process in that Round. These states are a “User Status” (Chapter 11, pp531).
Setup Process
This is the process of starting and preparing for a new Round. The Setup Process is performed with the following procedure:
Round Progression
Setup Process
From Pre-action to Post-actionAction: Setup Process
Finish the Setup Process
Initiative Process
Action: Initiative ProcessDetermine the character that will perform the Main Process
End of Initiative Process
Initiative Process
Move Action
Action: Move ActionMinor Action
Action: Minor ActionRelease Bad Status: Rigor, Afflicted
Major Action
Action: Major ActionRelease Bad Status: Rigor, Afflicted, Decay, Confusion
Instant Action
Action: Instant Action Combat Status and end of lasting effectsEnd of Main Process
Release Bad Status: Staggered, DazedWhen there is a character that has not acted → Go to Initiative Process
When there are no inactive characters → Go to Cleanup Process
Cleanup Process
Healing and handling damageAction: Cleanup Process
Handle ongoing effects
End of Effect
End of Cleanup Process
1: From pre-action to post-action
Characters appearing in the scene will be in the [Pre-action] state. However, a character in the [Incapacitated] state is not considered [Pre-action].
2: Setup Process Actions
If any characters perform a [Timing: Setup] action, processing is performed in the descending order of [Initiative].
3: Finish the Setup Process
When all processes are completed, the Setup Process ends, and the process moves to the Initiative Process.
Initiative Process
The Initiative Process is the process of determining who will perform the Main Process next. The Initiative Process is performed according to the following procedure.
1: Initiative Process Actions
If any characters perform a [Timing: Initiative] action, processing is performed in the order of the highest [Initiative].
2: Initiative Process Actions
In the following order, determine the characters that will have the right to perform the Main Process.
2-1: The character with the highest [Initiative] among the characters in the [Pre-action] state (excluding the characters in the [Standby] state).
2-2: The character with the lowest [Initiative] among the characters with the [Pre-action] state or the [Standby] state.
If there are multiple characters with the same [Initiative], the PC acts first and the NPC acts later. If the [Initiative] of the PC is the same, the players should consult amongst themselves and decide who will act first. If in doubt, the GM may decide. NPC order is always decided by the GM.
3: End of Initiative Process
Once the character performing the Main Process has been determined, the Initiative Process ends and the process moves to each character’s Main Process. If all characters are in the [Post-action] state, move to the cleanup Process.
Standby
A character who may perform the Main Process, if desired, may declare [Standby], leaving the state [Pre-action] and entering the [Standby] state, thereby delaying their Main Process to a later point in the round.
If the character enters [Standby], it immediately goes to the next Initiative Process without performing the Main Process of the character that entered [Standby].
When the Main Process of the character in the [Standby] state starts, the [Standby] state is canceled.
You can only declare a [Standby] when the character has just started their Main Process. It is not possible to enter [Standby] after moving to the Main Process by performing some action. You can only declare a [Standby] once per Round. A character that has entered [Standby] once cannot enter [Standby] again during the same Round.
Main Process
The Main Process is a process in which the character determined in the Initiative Process performs its own action. The action performed by the character during the Main Process are called “Actions”.
The character can perform each action once in the order of [Move Action], [Minor Action], and [Major Action] in his own Main Process, and can perform one [Instant Action] at any time during his Main Process. If it is not necessary, it may be abandoned without performing all actions.
Move Action
The Move Action is an action mainly for moving to another place. Here, the character can perform the action of [Timing: Move].
Minor Action
The minor action is an action for performing various auxiliary actions. Here, the character can take the action of [Timing: Minor] or cancel one of these two bad statuses: [Rigor] or [Afflicted]
Major Action
Major actions are active actions that often involve die rolls. Here, the character can take the action of [Timing: Major], or cancel one of these bad statuses: [Rigor], [Decay], [Confusion], or [Afflicted].
Instant Action
An Instant Action is a very simple action performed between other actions. During your own Main Process, you can do it only once, such as before performing a Move Action or after performing a Major Action. Can only be done once during the current Main Process either before or after other actions.
The character can perform [Timing: Instant] here. Alternatively, it is possible to cancel the combat status received by the user and to end the effect of the action that the effect lasts for a certain period of time after use by the user.
There is no limit to the number of combat statuses or effects that can be canceled in a single Instant Action. Anything may be canceled. However, the effect of an action used during the same round cannot be ended.
End of Main Process
When all processes have been completed, the Main Process ends. The character that performed the Main Process will be in the [Post-action] state at this point. Also, if you have received bad status [Staggered] [Dazed], it will automatically be canceled.
Then move on to the initiative process again.
Cleanup Process
The Cleanup Process is a process for performing the end of a Round and the accompanying processing. The Cleanup Process is performed according to the following procedure.
1: Healing and Handling Damage
Performs effects such as [Regen] and [Decay], such as recovering and taking damage in the Cleanup Process. Please refer to each data for recovery and damage handling methods.
If a character takes healing and damage at the same time, heal first, then apply damage.
2: Cleanup Process Actions
If there is a character performing the action of [Timing: Cleanup], the processing is performed. If multiple characters act, process them in descending order of [Initiative].
Even when “Appearing and Leaving” (Chapter 5, pp263) to the scene while the Round is in progress, the action at this timing is also processed.
3: Handle Ongoing Effects
Handle effects that persist across rounds. Refer to each data for specific processing.
4: End of Effect
The end processing of the effect that continues until the end of this Round is performed.
5: End of Cleanup Process
When all processes have been completed, the Cleanup Process ends. After that, if the Round progress is continued, the process proceeds to the Setup Process of the next Round.
Hate
In the original “Log Horizon”, hate is a parameter that indicates the strength of the monster’s “fondness” for an adventurer.
What is Hate?
In “LHZ”, the unique combat type is that each PC has a “Hate” and represents how much of that PC is a numerical parameter that is perceived as a threat to the enemy.
Hate (or aggro) in computer games is a parameter of enemy characters. However one GM manages multiple enemy characters, and as a TRPG, the burden on the GM would be enormous; so LHZ defines Hate as a player-managed PC parameter.
During the game, the PC has a [Hate Top] state and a [Hate Under] state. These statuses are classified and managed as two “Other Statuses” for characters (Chapter 11).
Hate Top
The character with the highest Hate in the party is [Hate Top]. If there are multiple characters sharing the highest Hate value, all of them will be [Hate Top].
Hate Under
All characters that are not [Hate Top] will be [Hate Under]. Characters with 0 hate will always be [Hate Under]. A Hate of 0 is not perceived as a threat by the enemy, and indicates that you are not vigilant. If everyone’s Hate is 0, [Hate Top] doesn’t exist, and everyone is considered [Hate Under].
Enemy Hate
Enemies do not keep any Hate value. This reduces the burden on the GM, and reflects the fact that players are autonomous individuals who, unlike enemies, rationalize their own targeting decisions.
NPC Hate
Non-enemy NPCs (Guests and Extras) will have Hate as well as PCs, if the GM determines that they are necessary during the scenario. This may be the case when a Lander is involved in a battle and is attacked, or when an adventurer from another Guild joins the battle.
Prop Hate
Props have no Hate rules and have no Hate.
Hate of a PC that has become [Incapacitated]
Enemy regards PCs that are standing still as threats and attacks them preferentially, rather than PCs that have already fallen and cannot move.
A PC that is [Incapacitated] is no longer subject to the Hate rules, and cannot be [Hate Top] or [Hate Under].
If the PC that became [Incapacitated] is [Hate Top], the next highest Hate PC will be [Hate Top]. Note, however, that the hate value itself will be maintained, and will change if the effect of increasing or decreasing the Hate is applied. In the above example, if the PC recovers from [Incapacitated] and their Hate is still the highest, they will again become [Hate Top].
Effects Caused by Hate
During the game, the Hate produces two effects, described below. One is Hate damage added to enemy attacks, and the other is [Hate Under] defense bonus to PC.
Add Hate Damage
Enemy will launch more powerful attacks as his hostility toward the PC increases.
If the enemy attacks the Hate Top, and they fail the [Defense Check], the PC takes (character's Hate × Hate Multiplier) direct damage, separately from original attack damage. This additional damage is called Hate Damage.
The Hate Multiplier is a property of each enemy, according to the enemy's data block.
Hate Under Defense Bonus
The [Hate Top] attracts the enemy’s attention, so [Hate Under] PCs can safely deal with enemy attacks.
When [Hate Under] PC is attacked by an enemy, they gain a +2 to the [Defense Check] result value for that attack.
In addition, Hate damage is not taken even if the [Defense Check] fails.
Hate Rise and Fall
Situations in which Hate rises or falls:
Hate Minimum and Maximum
The minimum value for hate is 0. There can be no lower value, and hate reduction stops at 0. There is no particular limit on the maximum value of hate.
Hate Reset at the Start and End of Battle
Hate is a value that is managed separately for each battle, so Hate fluctuations only occur during that battle. Basically, the Hate at the start of the battle is 0, and the Hate is reset to 0 at the end of the battle.
Hate Fluctuation Due to an Action
If you take an action such as using a skill, your Hate will increase by the cost set for that action. In addition, some feats have the effect of changing the Hate. Follow each effect.
Hate Reduction Due to Failed Defense Check
Enemies hostility and vigilance against PCs weaken when they land blows. That’s because they are no longer a threat: PCs become weakened by the attacks they sustain.
If the PC’s [Defense Check] against an enemy attack fails and the attack hits, the PC’s Hate is reduced by 1 point. For more information, refer to “Damage Calculation” (pp316) in the attack procedure.
Movement and Squares
Position and distance from each other are important in battle. Here, the rules of movement and the Square rules expressing the position and distance in battle are explained.
Square Rules
In “LHZ”, which is divided into squares like a chess board, a chess board is prepared and used to represent the positional relationship between the characters. These squares are called “Squares” (abbreviated as Sq). When this cell is counted, it is counted as “1 Sq, 2 Sq, etc.” as a unit of distance.
Sq is a basic unit such as the distance the character moves, the range of weapons and special skills, and the range of effects, Characters and props are also placed on Sq.
Encounter Sheet and Marker
Use the “Encounter Sheet” to manage the character position and Sq. The copy of the Encounter Sheet is on the cover of the main unit, so you may want to copy it. Also, a marker for indicating the position of the character on the Encounter Sheet is required.
Square Size
If you need the exact size of one Sq, you may want to make it 5 meters square. Of course, the GM may change the size of the Sq according to the place where the battle is performed or the situation of the scenario. The important thing is that the moving distance of the character and the range of the weapon etc. are based on the Sq number as a basic unit. Regardless of how many meters 1 Sq is, 1 Sq is 1 Sq, and the movement distance and range described in Sq do not change.
Square Size Limit
For normal battles, there is no particular need to set an area or number limit per 1 Sq. If you want to limit the number of people per Sq, such as when fighting in narrow passages, the GM must decide accordingly.
Squared that Cannot Passed Through or Entered
If a non-passable prop, such as a wall, is placed between two Sq, you will not be able to pass or enter through the prop. Also, if a prop that can move to an adjacent Sq through an obstacle or the like on Sq is arranged, the prop cannot be moved to that Sq. See the “Prop Rule” (Chapter 9, pp369).
Line of Sight
Line of Sight means whether or not a character at a specific position can be seen by another character. If a straight line drawn between the two characters passes through, the character is visible, otherwise there is no line of sight.
Characters that do not have a line of sight cannot be selected as action targets.
By connecting the center point of Sq where the character exists with a straight line, the judgement of the ray is determined. Since the center point is written on the encounter sheet, it is a good idea to apply a ruler, pen, etc. based on it. A straight line connecting the center points is treated as a wall or at this time. If you pass an obstacle, “the ray is not passing”. The final decision as to whether or not the ray passes must be made by the GM.
Movement
Here “movement” as a game rule of “LHZ” will be described. The movement in the square rule means that, from the Sq where the character is currently located, changing the current position on the four sides to one of the adjacent movable Sq’s, and continuously performing the same.
No matter how many consecutive Sq’s you move, the principle of selecting a destination and changing the current position every 1 Sq remains the same. If there is a special skill or prop that exerts some effect by moving to a certain Sq, or if it becomes the target of [Hinder] described later, temporarily stop moving there and process the effect.
▼Hinder
In combat, it is a basic action in combat to try and take advantage of the situation by preventing the movement of those who do not pass through the enemies who have come into their way.
All characters have a [Hinder] ability that blocks the movement of other characters.
Characters that have [Hinder] can prohibit [Normal Movement] (B1P309) by interrupting any character at close range (same Sq) as the target of [Hinder]. It can. Therefore, if a character with [Normal Move] moves to the target of [Hinder], the movement is immediately stopped.
Determining Target of Hinder
It is recommended that even if the player or GM does not specifically declare, omit it so that it is treated as “Always target [Hinder] against enemies” and “Friends do not target each other with [Hinder]”.
It is a good idea to make a declaration only in special situations, such as when you want to let an enemy pass by, or when there is a neutral character who can’t tell whether you are an enemy or an ally, check whether the character is a target of [Hinder].
Character Movement
There are three types of character movement: [Normal Move], [Safe Move], and [Teleport].
Normal Movement
[Normal Move] is the most basic movement method that the character can perform. Many characters perform [Normal Move] by stepping on the ground with their feet and moving continuously. Sometimes this [Normal Move] is performed in the state of [Flying] and moving through water in the state of [Aquatic]. [Normal Move] is affected by [Hinder].
Safe Movement
[Safe Move] is a special movement method that is performed ignoring the influence of the enemy. This can be done mainly by the basic action of [Shift] and some special effects.
Movement is not restricted even if [Safe Move] enters the enemy’s Sq, even if it enters [Hinder]. You can also move from Sq where the enemy is. However, they cannot move over immovable terrain.
Teleportation
This is a special way to move, ignoring the effects of enemies and terrain. [Teleport] is only possible with certain skills.
[Teleport] selects 1 Sq from the range that can be selected according to the range and effect of special skills etc., and immediately changes the current position of the character to that point. The character is treated as [Not in the Current Scene] only at the moment of [Moment Transfer]. It is not subject to any restrictions, and it is possible to move beyond possible terrain due to the influence of terrain in the middle of immovable [Hinder], but it will be treated as newly appearing in the destination Sq, so the source and destination treats even one prop as re-entering.
Basic Movement Actions
During the round, the character can move by basic actions using the move action. Basic movement-related movements include the most basic means of movement of which there are three: [Run], [Dash] for longer distances, and [Shift], which can move under the influence of the enemy’s [Hinder] with its [Safe Move].
Forced Movement
During the game, a situation may occur in which the character that actually moves and the character that selects and determines the destination of that character are different. There may also be situations where the GM moves the PC due to effects such as props. This forced movement is referred to as [Safe Move (Forced)]. It may also be abbreviated as [Forced Move].
The forced movement follows the rules of movement and the rules defined for each movement method, except that the character that actually moves and the character that selects and determines the destination of that character are different.
Attacking
It refers to the entire act of damaging a character and is defined as “Attack” in the game rules. Any action that damages the character, such as basic actions, special skills, or use of items, is an attack. Even if it is an action that damages the character, refer to “Damage Rules (B1P288)” for attack and damage. In addition, other actions specified by the GM as being equivalent to an attack or actions determined to be “Handled as an Attack” are also attacks.
Attack Methods
Most of the ways to attack are divided into three types: [Weapon Attack], [Magic Attack], and [Special Attack]. Here we will explain these attack methods.
Weapon Attacks
Actions with the [Weapon Attack] tag are weapon attacks. Weapon attack refers to all attacks with weapons, including swords, bows, and bare hands. Weapon attacks include [Melee Attack] and [Ranged Attack]. A melee attack or a ranged attack, which is considered to be, is simultaneously made with a weapon attack. There is a “Basic Weapon Attack” as a basic action for performing a weapon attack.
Magic Attacks
Actions with the [Magic Attack] tag are magic attacks. It mainly means using magical power to create various phenomena to attack a target, but there are exceptions. The basic action for performing a magic attack is “Basic Magic Attack”.
Attack Procedure
Here we explain the procedure for attacking and dealing damage. A character’s attack is processed in five steps: an attack declaration step, an attack determination step, a damage determination step, damage application step, and a secondary effect step.