Gameplay

The gamplay of Fire Emblem d20, just like the console games, are turn-based. In the game, the first player to go makes their move, then all of the allies for that army moves. Then, the next player goes, and then their allies, and this continues until all players move. Then control goes back to the first player, and gameplay loops in this pattern until there is a victor.

Turn structure


Within each turn, a player does the following first:
* Applies effects to all units afflicted by conditions, such as damage from poison.
* Applies effects to all units on a certain type of terrain, such as the healing effects of a fort.
* Removes conditions from unit, if this turn would bring the turn count of the condition to 0.

Afterward, gameplay begins. For each unit, the player can move the unit up to the amount of spaces the unit can move up to, then perform an action. In the case of a mounted/flying unit, the unit can move its remaining amount of spaces after performing an action, but after that second movement, must stop without a second action.

Moving


As a unit moves, start the count at 0, and increase the count by the terrain cost for each space the unit would walk on. If the unit walks a path that is less than or equal to its movement cost, it can stop at that space, but cannot walk a path that has a cost over the unit's movement cost. For example, a myrmidon with movement of 5 can walk through three plains spaces and one forest space for a total of 5 (forests have a cost of 2), but cannot walk on another space until the next turn, as another space would cause the count to go over the unit's movement cost.
After an action, if there is any remaining spaces left, a mounted/flying unit may use the rest of their movement spaces, but cannot make a second action. For example, if a Cavalier (movement of 7) moves past three plains spaces (total cost of 3), then attacks, the unit can move after attacking, up to a cost of 4. Therefore the unit can ride past four plains spaces, two plains and one forest, two forests, etc.
Also note that the full movement cost does not have to be made.

Actions


The following is a list of actions a unit can make on their turn. Note that if a unit makes any kind of action, they CAN NOT, under ANY condition, undo their move, and must take the movement.

Attack


The most common action between units is an attack. For this, the unit declaring the attack first chooses which weapon to attack with (which they will equip), and battle stats will be determined. If the player likes the battle stats, they may choose to declare battle, and roll for attacks. However, if they do not like it, they may choose to cancel the attack, and re-move their unit. In some cases, the GM may use the strict battle rule, which means once the player chooses to make an attack, the choice cannot be taken back and the battle is carried out regardless of what the battle stats are.
Attacking is explained more in-depth in the battle section.

Item


In the heat of battle, units will need to heal themselves if there isn't a priest around, or the rescue of a friendly unit. Or the unit needs to boost their stats with special items. In this case, the unit can end their move by using an item. In this case, after moving, the unit can choose which item to use, and the effect is carried out. After that, the durability of the item is lowered by 1, and if it reaches 0, the item is fully consumed and removed from the inventory. Refer to the items section for item effects.
If a unit wishes to switch equipment, the unit can still re-move if they wish to do so, as long as they only wished to switch equipment.
Items/weapons may also be dropped as well, and this counts as an action that cannot be undone, making the movement unchangeable as well. When you choose to drop an item, the item will be completely erased from your inventory. Be careful! If you drop a weapon you have equipped, you'll be unarmed, and therefore cant make attacks or deal any damage!

Trade


Trading between friendly units becomes very handy for tactical attacks on certain opposing units, or if a unit has a weapon they can not use and you wish to bring it to another friendly unit for their use. To trade, move the unit to a space adjacent to the unit you wish for them to trade with, and then any of the items may be swapped/given between units, as long as it meets the 5 weapon/item limits. All trades do NOT have to be even trades: a unit can simply give/take items between another unit as well.

Staff


Magical units that have the staff proficiency will be able to use this action. As long as the unit holds a staff that can be used within range effectively (meaning using the staff will have some kind of effect on the unit; using a Heal staff on a unit with full HP cannot be done), it can take this action. When making a Staff action, select a staff the unit holds (which becomes equipped), and choose a target unit within range. If used against an enemy, a die roll will have to be made for hit chance. If used on a friendly unit, the effect is always carried out (as hit rate would obviously always be 100). After using a staff's effect, the staff's durability is reduced by 1, and fully consumed and removed from the inventory if durability drops to 0.
Staves against enemies are explained in the battle section.

Rescue


When a unit is low in health and needs help, you'll need to rescue that unit if you cant heal it in time! With the help of your friendly units, you can pick up a lighter unit and carry them with you, preventing any damage from reaching them. In order to rescue a unit, move adjacent to them, and choose to Rescue them, moving their unit token under the rescuing unit's token. The unit that rescues the lighter unit suffers a 50% penalty on Skill and Speed, as well as 1 movement. Units can only rescue other units that:
* Have a Constitution lower than the rescuing unit's Aid.
* Are not holding another unit.
* Are not enemies. Friendly/neutral NPCs are rescuable.
Also, a unit that rescues another unit cannot drop that unit on the same turn. However, another unit can take the rescued unit, as long as they meet all of the requirements above. If a unit takes a lighter unit from another rescuing unit, this unit can drop at the same time. For example, Unit A rescues Unit B. Unit C moves adjacent to Unit A, takes Unit B from Unit A, and then can drop Unit B at any free space adjacent to Unit C. This allows fast tactical movement of certain units.
On the next turn, the rescuing unit can choose to Drop the rescued unit to a free, adjacent space, or even Give the unit to an adjacent ally, as long as they meet the three requirements.
Units being rescued cannot act, and cannot be healed by other units. Only effects from conditions apply to the rescued unit.

Drop


A rescuing unit can drop their unit to a free adjacent space. Any unit that is dropped cannot act or move on the same turn, and must wait until their next turn.

Give


If an adjacent target, friendly unit meets the requirements of rescuing for this unit's held unit, this unit can give the rescued unit to the target adjacent friendly unit.

Take


If the unit using this actions meets the requirements of rescuing for a unit that an adjacent target friendly unit holds, this unit can take the rescued unit from that target unit.

Talk


This is only available in specific times, based on the GM's campaign. The GM may tell you when you are able to talk to a certain unit, but other times you may have to figure it out yourself. You can move a unit next to another unit and see if you can talk to the unit. If you cannot and it is an enemy unit, it may invoke an enemy attack, so be careful! The choices for who can/cannot talk are solely the GM's decision.

Visit


Works like Talk, but allows a player to visit a Village, in order to gain information or obtain items from the friendly villagers who thank you from saving them from the opposing army (or whatever the GM chooses).

Play


This action is unique to Bards, as long as they equip a Flute. Selecting an adjacent ally, the Bard can perform for the ally, applying the effect of their instrument onto the ally (which in the basic system, allows the unit to act again). After using the effect, the Bard gains EXP and finishes their turn.

Ballista


When standing on a Ballista space, an Archer/Sniper may choose to use the Ballista, if it has ammo left. Every ballista on the map starts off with 5 arrows, and is unusable after its ammo is depleted. When using a ballista, look up the type of ballista and determine is range, damage, etc. from there as if the unit was making a ranged attack. Units cannot counterattack a ballista attack.

Seize


If the Lord/Great Lord reaches the throne or other specific target, they can choose to Seize the target. If they do, the battle ends, and the player achieves victory. This is only done if the conditions for the map is to Seize the target.

Escape


The enemy may be too powerful, or it is your goal to escape the map. If this is the case, there will be a specified space on the map where this action is allowed. When a unit reaches this space, they can choose to Escape, and they will be removed from the map for the rest of the battle, being safe from any attack. If the specified unit escapes in the conditions for the battle, victory is then decided.

Break


An army may find themselves at a door without a key. What better way to open the door than with brute force? With enough strength and attacks, any door can break open for an army. Each door has its own preset endurance (which can be considered to be HP). When choosing to Break a door, a weapon is selected for the unit (and then equipped), and an "attack" is made on the door. In this case, all stats for the door (DEF, RES, SPD, etc.) are treated as 0 (as its an immobile object). If you choose to make the door arcane-resistant or a strong iron door, for example, GMs can set stats for the door (in this example, the doors can have a RES of 5 or a DEF of 5, respectively). Also, there are no consecutive attacks, even if a Brave weapon is used. After the attack, the damage is taken off of the door's endurance, and if the endurance reaches 0, the door breaks open.

Door


If you have a key, or a Thief or Assassin nearby, a door can be opened. If a Door Key is used, the key is consumed in the process of opening the door and is removed from the inventory. If the Thief opens the door with a Lockpick, the Lockpick's durability decreases by 1, and is consumed and removed from the inventory if the amount of uses reaches 0. The Assassin, however, has the Pick ability, and therefore can open the door without any requirements.

Chest


Just like the door, a chest can only be opened by using a Chest Key, or a Thief's or Assassin's lock opening abilities. Once the chest is opened, the item is taken and given to the unit that opened the chest, and if the inventory is full, an item/weapon is sent to storage to make room, or the item obtained itself is sent.

Defeating Units


Once you attack a unit enough to send an enemy unit's HP to 0, the unit is dead, and you obtain your spoils. When a unit dies, remove the unit token from the map and place it away from the board; it cant be brought back (unless if an expansion is used for ressurecting staves, etc. in this case, flip the token over or any other similar method). If the enemy had any items in their inventory that was marked droppable, that item is added to the inventory of the unit that defeated it. If the unit has no room, the unit must choose from one of the items/weapons in its inventory, depending on the type of item being obtained, and send it to storage, or send the obtained item/weapon to storage. Then gold is awarded to the player.
Gold does not have to be rewarded per unit, but instead a certain gold reward for clearing the map can be set by the GM, or no gold rewards can be made and the player will have to rely on selling treasures at the time for money. A general rule for earning money could simply be the following:

$(Enemy Level) * 3$
Level is +20 for promoted units

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