Combat Quick Reference for MCs: Difference between revisions

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(Created page with "This contains basic combat rules along with a list of maneuvers and conditions that might come up. === Crits === If you crit with a creature, you can easily just look at their average damage and add that to the size die that the attack does. For example, if a Veteran Soldier crits with a longsword that does 7 (1d8+3) damage, a crit would be 15 damage (the average, plus 8 for maximizing the critical damage die). === Combat Maneuvers === ==== Ranged Attacks in Melee ==...")
 
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* '''Disarm (2 creature actions).''' Make a STR attack against a creature’s REF or FORT (they choose). If you hit, choose an item that the creature is holding; they drop that item.
* '''Disarm (2 creature actions).''' Make a STR attack against a creature’s REF or FORT (they choose). If you hit, choose an item that the creature is holding; they drop that item.
==== 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.
If you want to knock an NPC unconscious, then use this system if the alternative would be the NPC gaining death points (some major villains may have this feature, at the discretion of the MC). If the NPC is assumed to die immediately, you can immediately knock it unconscious instead.
==== 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.
==== Tactical Advantage and Disadvantage ====
When you have Tactical Advantage (TA), add +1 to d20 rolls you make to attack with a weapon. You can have multiple sources of TA, and they accumulate indefinitely. Similarly, when you have Tactical Disadvantage (TD), subtract -1 from d20 rolls that you make on any kind of attack (weapon, spell, maneuver, etc.). You might have several sources of TA and TD at once, so be sure to account  for all sources!
You gain TA through clever implementation of Conditions, such as attacking a Prone target.
=== Conditions List ===
During combat, you might impose conditions on your enemies or have them imposed on you. Conditions are specific words referenced in monster abilities. These conditions are written specifically to adjudicate how monster actions work. The same conditions are worded to interact with an adventurer’s AP on the [[Conditions]] page.
'''Affinity'''
When a monster has an Affinity with a type of damage, it takes 1⁄2 of that type of damage, and deals +3 additional damage whenever it deals that type of damage.
'''Bleeding'''
A creature suffers Bleeding at the beginning of each of their turns, taking the amount of physical damage specified. This might be a set number or a die roll, such as Bleeding (1d4). The effect is ended by receiving any amount of magical healing, Catching your Breath, or by receiving a successful Intelligence (Medicine*) check. The Difficulty of this check is the Bleeding damage + 10. Attempting this check costs 2 creature actions. The creature can make the check themselves or have an ally make the check on them, provided that the ally is within 5ft of them.
'''Blinded'''
A creature cannot see or gain any benefits from any ability requiring sight. All creatures are Unseen.
'''Bloodied'''
A creature gains the Bloodied condition when it has equal to or less than 1⁄2 its maximum HP.
'''Broken'''
A creature is Frightened and Shaken. It must use all available movement to retreat from perceived danger.
'''Burning'''
A creature suffers Burning at the beginning of each of their turns, taking the amount of fire damage specified. This might be a set number or a die roll, such as Burning (1d4). The effect is ended by being doused in water or by rolling in dirt or mud by falling Prone and spending 2 monster actions.
'''Charmed'''
A creature looks upon the creature that Charmed it as a friendly acquaintance. It will not intentionally harm the creature that Charmed it. When that creature targets your ANT, LOG, or WILL, they get TA. When that creature makes an INT or CHA check to interact with the charmed creature, they roll 2d20 and use the higher result. Unless stated otherwise, the creature knows it was charmed after this condition fades.
'''Chilled'''
A monster can take one fewer actions than it normally would (minimum one action).
'''Concealed'''
A creature is Concealed when Line of Sight is interrupted by fog, smoke, foliage, or other obscuring phenomena, but not sufficiently enough to remove Line of Sight altogether. While Concealed, a creature has TA on attacks provided that it can see its enemy, and attacks against it have TD.
'''Cover'''
If at least 1⁄2 of a creature’s body is protected by an object that would block physical damage, then it has Partial Cover. Its AR and physical defenses gain between +1 and +3 against ranged attacks, determined by the MC and the amount of cover the creature has. When a creature has Total Cover, it cannot be targeted by ranged attacks or any effect that requires Line of Sight to it.
'''Dazed'''
The creature’s current number of creature actions is reduced to 2, unless it was already 2 or lower. It must take one fewer creature actions than normal on its turns while Dazed, and cannot take reactions.
'''Deafened'''
A creature cannot hear and is immune to effects that require hearing. It automatically fails any roll that requires it to be able to hear. Casting magic that requires verbal input requires it to roll 2d20 and take the lower result.

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