7,689
edits
No edit summary |
No edit summary |
||
| Line 95: | Line 95: | ||
Rituals and invocations take a significantly longer time to cast; each ritual or invocation will specify how long it takes to cast it. | Rituals and invocations take a significantly longer time to cast; each ritual or invocation will specify how long it takes to cast it. | ||
=== Ranged Attacks in Melee === | |||
If you make a ranged attack or thrown attack with a weapon, spell, or any other effect and a hostile creature is within 5 ft of you, you suffer 1 Tactical Disadvantage for each hostile creature within 5 ft of you. | |||
== Damage == | |||
There are 11 types of damage, divided across three categories: | |||
'''Physical Damage:''' Blunt, Sharp | |||
'''Elemental Damage:''' Cold, Corrosive, Electric, Fire, Toxic | |||
'''Energy Damage:''' Necrotic, Psychic, Radiant, Sonic | |||
=== Shield HP === | |||
Shield HP is a special type of HP that temporarily bolsters a creature. When you take damage, subtract that damage from your Shield HP first, then from your actual HP. You cannot benefit from multiple sources of Shield HP at once; if you would receive multiple sources of Shield HP, you can take whichever would give you more Shield HP. | |||
=== Resist === | |||
A creature with Resist X gains the specified number as a bonus to their defenses against any attack roll that would deal that type of damage. | |||
If an attack deals multiple types of damage, and the defending creature has Resist against one of those damage types, check if the attack would hit without the Resist bonus. If it would, check if the attack would hit with the Resist bonus. If the attack would still hit, then the defending creature takes all of the damage. But if the attack would miss if Resist applies, then the defending creature only takes the damage that they do not resist. | |||
If an attack would deal half damage on a miss, but the defending creature has Resist against that type of damage, then that creature takes no damage from the missed attack. | |||
=== Vulnerable === | |||
A creature with Vulnerable X subtracts the specified number from their defenses against any attack roll that would deal that type of damage. Furthermore, when a creature attacks a Vulnerable creature with that type of damage, the attacking creature’s crit range is increased by the Vulnerable number. | |||
=== Immune === | |||
If a creature is Immune to a damage type, they can never take damage of that type. | |||
=== Damage Reduction === | |||
If a creature has Damage Reduction (DR) X, they subtract their DR number from all damage they take, unless they are Vulnerable to the type of damage that they are taking. | |||
If damage specifies that it ignores Resist, it also ignores DR. | |||
If a creature has DR, they subtract the number of their DR from all Damage they take from all sources, unless they are Vulnerable to the type of damage they are taking. The DR number may be followed by a weapon tag, magic source, or damage type. This means that creature takes full damage from a weapon with that tag or damage type. For example, a creature with DR 5/Fire would take full damage from fire, and subtract 5 from all other sources of damage. A creature with DR 15/Silvered would take full damage from silvered weapons, and subtract 15 from all other damage. | |||
=== Damage Threshold === | |||
Damage Threshold (DT) is a very rare defense that is typically seen on structures and vehicles. DT determines how much damage a creature must deal at once to deal any damage at all.. For the purposes of overcoming DT, “damage dealt at once” is determined by a single expenditure of AP. Each expenditure of AP for an attack is a new roll against DT; you cannot stack attacks to overcome DT. | |||
=== Massive Damage === | |||
Sometimes, brutal amounts of damage can devastate you in a single strike. If you take enough damage that you would reach negative HP equal to your maximum HP, you gain 4 Death Points. | |||
=== Critical Hits === | === Critical Hits === | ||
| Line 117: | Line 158: | ||
Note that magic crits have additional effects if from the Arcane Source. See the [[Arcane|Arcane Source]] for more information on critical casting | Note that magic crits have additional effects if from the Arcane Source. See the [[Arcane|Arcane Source]] for more information on critical casting | ||
== | == Dying == | ||
When you are reduced to 0 HP, you begin dying. If you end your turn with 0 HP, you gain 1 Death Point. | |||
If you would take damage and have 0 HP, you gain 2 Death Points. | |||
Once you have 8 Death Points, you die. | |||
While Catching your Breath, you do not gain Death Points, even if you end your turn with 0 HP. | |||
Each time you Recoup, remove 1 Death Point. | |||
Each time you Rest, remove all Death Points. | |||
== Combat Maneuvers for Creatures == | == Combat Maneuvers for Creatures == | ||