FFZ combat is very abstract. Most of the time, the exact position and specific terrain doesn't matter. The combat emphasizes the cinematic and dramatic over the strategic: combat is more about pacing, the swap of attack and defense, and building to a climax. This befits the cinematic style of FFZ, and enables you to describe your attacks without worrying about specific effects. Characters can be knocked down, beaten around, or thrown into the air. Terrain can be damaged, trees can be splintered, chasms can be carved into the earth, and explosions can make craters kilometers wide.

However, there is an element of strategic positioning in FFZ: the Row.

Rows represent a relative distance between you and the enemy. If you are in the "front row," you are close to the enemy, up in their face, constantly rushing to the nearest threat. If you are in the "back row," you keep a distance, staying out of reach, but also keeping the enemy out of your range.

You can set a "default row," and you can change your row from round to round in combat with the Change Row option.

In the Front Row, you have no bonus or penalty to any score.

In the Back Row, you deal half damage with melee attacks, and you take half damage from melee attacks.

Ranged attacks ignore row status, enabling people in the back row to deal full damage, and enabling people in any row to hit people in the back row at full damage.

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