Combat: Difference between revisions

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Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn.
Actions cost varying amounts of AP, referred to as Action Point Costs (APC). You can do any combination of things on your turn, in any order you wish, provided you have enough AP to spend, and you can spend AP on the same action multiple times in a turn.


=== Move ===
=== Movement ===
'''Move'''
 
All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your speed. This movement ends when you spend your next AP.
All adventurers start with a base speed of 20 ft. You can spend 1 AP to move up to your speed. This movement ends when you spend your next AP.


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A climb speed automatically allows you to climb vertical surfaces, but not upside-down (such as ceilings).
A climb speed automatically allows you to climb vertical surfaces, but not upside-down (such as ceilings).


'''Difficult Terrain''' costs 2 ft of movement for every 1 ft that you actually move. '''Hazardous Terrain''' costs as much movement as Difficult Terrain, and will also specify an amount of damage that you take for every 5 ft actually moved.
'''Difficult and Hazardous Terrain'''
 
Difficult Terrain costs 2 ft of movement for every 1 ft that you actually move. Hazardous Terrain costs as much movement as Difficult Terrain, and will also specify an amount of damage that you take for every 5 ft actually moved.
 
'''Jump'''


==== Jump ====
While moving, you may need to jump. You cannot jump farther than you can move.
While moving, you may need to jump. You cannot jump farther than you can move.


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Your horizontal jump distance is double your vertical jump distance.
Your horizontal jump distance is double your vertical jump distance.


==== Moving Through Creatures ====
'''Moving Through Creatures'''
 
You may move through an allied creature’s space, but this counts as Difficult Terrain. You may not end your turn in an allied creature’s space.
You may move through an allied creature’s space, but this counts as Difficult Terrain. You may not end your turn in an allied creature’s space.


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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.
'''Combining Magical Effects'''
Spells and magical effects of exactly the same name cannot stack on a target. The newer effect always replaces the older effect.


=== Ranged Attacks in Melee ===
=== Ranged Attacks in Melee ===
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When you hit with an attack, you often deal damage.
When you hit with an attack, you often deal damage.


'''Quick Links'''
=== Dealing Damage ===
When you hit with a weapon attack, magic attack, and the like, you often deal damage. Roll the amount of damage specified by your weapon, spell, etc.; the creature that you hit loses that many HP, subtracting it from their current HP. Weapons are unique in that they add one of your attributes to the amount of damage dealt. The attribute is specified by each weapon type (Ch. 6 “Weapons”). Your attack will also deal a specific type of damage.
 
Unless otherwise stated, when resolving an attack that targets an area (such as a line or radius), you make a single attack and damage roll, applying the attack and damage to each target in the area.
 
'''Damage Types'''
 
There are eleven types of damage, divided across three categories:
 
'''Physical Damage:''' blunt, sharp
 
'''Elemental Damage:''' cold, corrosive, fire, lightning, toxic
 
'''Energy Damage:''' necrotic, psychic, radiant, sonic
 
=== Critical Hits ===
Sometimes, fate turns decisively in your favor or sways brutally against you. When you roll d20 and the number is a 20 before adding any modifiers, this is considered a critical hit (or a crit). Conversely, if you roll a 1 before adding any modifiers, this is a critical fail (or a crit fail).
 
When making any attack, you automatically miss on a critical fail, even if you would have a high enough bonus to hit normally. Likewise, you automatically hit on a crit, regardless of the target’s defenses.
 
'''If you crit with a weapon''' (including unarmed and natural weapons), you deal critical damage. When dealing critical damage, maximize the amount of damage that you would normally do (including any modifiers), and then roll your damage dice a second time. Furthermore, you add your LUCK score to your damage total when you deal critical damage.
 
'''If you crit with a magical ability,''' you add your LUCK to your damage. Magic crits from the Arcane Source may have additional effects. See the [[Arcane|Arcane Source]] for more information on critical casting
 
Various abilities might let you expand your crit range. This means that you crit on a lower d20 roll, allowing you to crit more frequently. If you would normally crit on a roll of 20, and you have an ability that increases your crit range by +1, then you crit on a roll of 19-20.
 
'''Note:''' No matter how many abilities you have that let you increase your crit range, your crit range can never be larger than 16-20.
 
=== 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 max HP, you gain +4 Death Points.
 
=== 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 or woul receive multiple instances of Shield HP from the same source, you can take whichever would give you more Shield HP. You lose all Shield HP when you Take a Rest.
 
=== Resistances and Vulnerabilities ===
 
==== Resist ====
Some creatures have the ability to avoid or reduce specific types of damage.
 
Resist adds the specified number to a creature’s defenses against that type of damage. When a creature with Resist X is attacked, and that attack would deal damage or impose a condition specified by the Resist feature or is made using a weapon type or magic source specified by the Resist feature, then the creature adds their Resist number to their defenses, making it less likely that they are hit. If an attack does multiple types of damage or would do damage and impose a condition, this could result in separate attack values.<blockquote>For example: A thresher moss has Resist Cold 3. If it is targeted by an ability that deals cold damage, then the thresher moss adds 3 to their relevant defense. If the thresher moss is targeted by an ability that would deal both cold damage and necrotic damage, then the thresher moss compares the attack roll against its defenses +3 to determine if it takes cold damage, and the attack roll unmodified against its defenses to determine if it takes necrotic damage.</blockquote>Resist is more powerful when it specifies a weapon type or a magic source, because if a creature Resists Primal then they apply their Resist to every attack roll that targets them if it is Primal Magic.
 
When an attack misses a creature and would deal 1⁄2 damage on a miss, if the creature Resists that kind of damage, they take no damage instead of 1⁄2.
 
==== 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.<blockquote>For example, if a skeleton is Vulnerable Blunt 2, then when Marcus attacks with his morningstar and deals blunt damage, he would crit on a roll of 18-20, instead of just 20. '</blockquote>Vulnerable always supersedes Resist or Immune. <blockquote>For example, a creature that has Resist Fire 3 and Vulnerable Occult 1 still suffers the Vulnerable 1 penalty against fire damage from the Occult Source without gaining the Resist bonus. Vulnerable also always trumps DR and DT. No benefits are gained from DR or DT against a damage type to which the creature is Vulnerable.</blockquote>
 
==== Immune ====
If a creature is Immune to a damage type, disease, poison, or condition, they are not damaged or affected by it.
 
==== Damage Reduction (DR) ====
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. 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. <blockquote>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 Weapons would take full damage from silvered weapons, and subtract 15 from all other damage.</blockquote>
 
==== Damage Threshold (DT) ====
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. <blockquote>
For example, if a stone wall has DT 15, and a player deals 14 damage to it, it instead takes 0. If a player deals 16 damage, conversely, then the stone wall takes all 16 damage because its DT 15 was overcome.</blockquote>
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.<blockquote>For example, a spell deals multiple damage sources, such as 2d8 fire damage and 2d8 blunt damage. Since that spell is one expenditure of AP, add them together to determine if it overcomes DT.
 
A player makes two maul attacks against a stone wall on the same turn. Because these are two expenditures of AP, do not add the damage together from the two attacks to determine if they overcome DT.</blockquote>
 
== Dying and Death Points ==
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 '''Take a Rest''', remove all Death Points.
 
You can find more information on Resting [[Resting|here]].
 
=== Knocking Unconscious ===
A creature that deals blunt damage can choose to deal nonlethal damage.
 
* When a creature reduces you to 0 HP with nonlethal damage, you regain 1 HP and become Dazed. If you were already Dazed, you regain 1 HP and become Stunned.
 
* If you were already Stunned, you regain 1 HP and fall Unconscious.
 
* When Dazed or Stunned in this way, you remove the condition when you are no longer Bloodied or when you have 15 or more HP (whichever is lower), or when you Catch your Breath.
 
The MC may determine whether or not NPCs follow this process to fall Unconscious.
 
== Mounted Combat ==
 
You can use these rules when riding a mount in combat.
 
'''Defining a Mount'''
 
* A mount is a willing creature. Riding an unwilling creature would be considered Grappling instead of mounting.
 
* A mount must be at least one Size larger than you.
 
* A mount must have approximately the appropriate anatomy for riding. If uncertain, consult with your MC.
 
'''Mounting'''
 
Mounting and dismounting both require 1 AP.
 
'''Forced Dismounting'''
 
* If an effect moves your mount against its will while you are on it, you move with it.
 
* If an effect moves you against your will, you are dismounted, and fall Prone at the end of the movement, unless that effect moved your mount the same distance and direction as well. If you fall Prone in this way, take 1d4 falling damage.
 
* If you or your mount are knocked Prone while mounted, you must make a DEX/Balancing check to stay mounted. The check’s DC is determined by your MC, and a table is provided below to help the MC make this calculation. If you succeed, you remain on your mount; if you fail, you dismount and fall Prone, taking 1d4 falling damage.
 
'''Riding DC'''
 
Start the DC at 15 (as remaining on a mount while Prone is challenging), and modify based on these situational data points.
{| class="wikitable"
|+
!Situation
!DC Mod
|-
|Effect knocking you prone is a spell
| +X equal to 1⁄2 the spell’s SPC
|-
|Creature knocking you prone is larger than you
| +3 per 1 Size larger than you
|-
|You are Focused and/or Rallied
| -5
|-
|You are Frightened, Shaken, or Demoralized
| +2 per condition
|-
|You are Dazed, Staggered, or Stunned
| +3, 6, or 9
|}
 
=== Mounted Combat Actions ===
If your mount is under your control, you gain your mount’s Mounted Combat Action Points (MCAP). The Move and Dodge (benefitting the mount) actions cost 1 MCAP. You lose any excess MCAP at the end of each of your turns and can only use MCAP for Movement, the Dodge action, or an action that specifically states it uses MCAP on the mount’s stat block.
 
If the mount is intelligent (with an INT of 0 or higher), it uses its own Initiative and acts on its own turn.
 
'''Flanking'''
 
For the purposes of Flanking, a mounted creature and its rider are considered to be one creature. If the mounted creature is considered flanked, then the rider is as well.
 
'''Reach While Mounted'''
 
The rider of a mount is located at the center of the creature they are mounted on. If the mount is only one Size larger than the rider, then the rider can make melee attacks against any creature within 5 ft of the mount.
 
If the rider is 2 or more Sizes smaller than the mount, then they might need a weapon with the Reach property in order to make melee attacks against other creatures, depending upon how large the mount is.<blockquote>For example, if a knight (Medium) rides on a trench abomination (Huge), they need a weapon with a reach of at least 10 ft to be able to attack any creature adjacent to the trench abomination, given that the trench abomination takes up 3x3 squares and its rider is considered to be in the center square. Conversely, if a parsor (Tiny) rides on a wolf (Medium), the wolf only takes up 1 square, and therefore the Parsor is still able to make melee attacks against any square adjacent to the wolf.</blockquote>'''Reactive Attacks'''
 
Only the mount can trigger reactive actions (such as reactive attacks) from movement.
 
== Tactical Advantage and Disadvantage ==
Tactical Advantage (TA) and Tactical Disadvantage (TD) are situational bonuses and penalties that can accrue in combat.
 
Each TA is a +1 bonus, and TD is a -1 penalty. TA and TD can accrue indefinitely. When you roll a d20, add all your sources of TA and TD together and add the sum to your roll.
 
You might have several sources of TA and TD at once, so besure to account for all sources! You may also gain TA through clever implementation of conditions, such as attacking a Prone target. Your MC might also grant you TA for narrative reasons, such as having the high ground while dueling your corrupted apprentice.
 
== Conditions ==
Conditions are effects that might be imposed during combat that work in your favor or against you. Some conditions are purely beneficial for you (such as Focused or Rallied), while others are solely detrimental to you (like Dazed or Frightened).
 
Others can work for you or against you depending on how you utilize them (if you are Prone, you are harder to hit with ranged attacks but easier to hit with melee attacks). A complete list of conditions can be found in [[Conditions|here]].
 


* [[Damage]]
''*Updated v1.2''
* [[Dying]]
* [[Knocking Unconscious]]
* [[Mounted Combat]]
* [[Tactical Advantages]]
* [[Conditions]]

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