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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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.
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 ====
'''Damage Types'''
 
There are eleven types of damage, divided across three categories:
There are eleven types of damage, divided across three categories:


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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>
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 ===
== Dying and Death Points ==
'''Quick Links'''
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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