Continuing my posts about The Seven-Part Pact (7PP) and some of its nifty mechanical design ideas, I want to discuss the rules for combat.
I've already talked about this a bit in my posts on initiative methods, but I'll repeat that info here and expand on it further.
I also want to say up front that I'm not writing about the combat rules because I think they're especially prominent or essential or anything. Every Wizard codex includes its own mechanical subsystem for that player to learn. The Mariner gets the travel rules, the Hierophant gets the companion rules, the Sorcerer gets the rules for researching magic, etc. I played the Warlock, which meant I got the combat rules. So I'm writing about it because it's just the one I know really well. Trust me, every one of those other subsystems is at least as interesting as this one.
As before, I'll help you out by explaining the rules first, then discussing them afterwards.