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We chose it over systems that broke down your actions into different types (like D&D’s action/movement/bonus actions, or Draw Steel’s main action/move/maneuver) because we preferred its more open-ended aspects.
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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.