Preview: Combat (Foes' Defense, Critical Hits and Speed-Up Combat)
Added 2020-02-03 04:01:24 +0000 UTCFoe's Protection & Defense Rating
Engaging in combat and performing an offensive action is not just a matter of rolling the dice to determine if your hit or not. Right before rolling, you will set the mechanical approach to your attack, whereas by brutal offensive or tactical maneuvering.
Your foes in Ironcrunch will have two values: protection and defense rating.
The protection is the reductive defense of your foe, the thickness of their skin, the covering of their armor suit. The defense rating is an abstraction of the former in relation to your odds to surpass it; it is, in effect, the deflective defense.
When you Strike or Clash, determine if you will hit your foe’s protection or break their defense rating.
- If you choose to hit their protection, when you Inflict Harm, subtract it to your harm score. If the foe’s armor is 0, you must break their defense rating.
- If you chose to break their defense rating, fix one challenge die as per this value.

Dungeon World monsters are adaptable to this system. The following conversion table offers not only that possibility, but also to adapt OSR creatures's armor class (AC).
Critical Hits
Another mechanical bit for combat leverages on the Ironsworn match mechanic. When you Strike or Clash and score a strong hit with a match, choose one:
- Inflict Harm twice.
- Give a condition for your foe as appropriate to your intent and capabilities.
Negative conditions will be presented in the upcoming update, but will be fully developed on the next one in the form of printable cards.
Speeding Up Combat
An efficient way to speed up the combat is by leveraging on the initiative. When you Strike, score a strong hit, and decide to keep on hitting, instead of making the Inflict Harm move right after, keep making the Strike move until you lose initiative, then Inflict Harm per times you did Strike, and add +1 harm per each.
