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| rules:combat [2025/06/18 23:47] – Ron Helwig | rules:combat [2025/07/10 11:11] (current) – Ron Helwig | ||
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| + | # ⚔️ Combat | ||
| - | ====== | + | Combat |
| - | Combat in this system is fast, descriptive, | + | --- |
| - | ===== Attacking | + | ## 🗡️ |
| - | To attack | + | |
| + | To attack, perform an action | ||
| You roll: | You roll: | ||
| - | * A number of **d4s equal to the Aspect value minus your //Action Load//** | ||
| - | * The weapon or spell' | ||
| - | Add all dice together and declare the total. | + | - 🎲 A number of **d4s** equal to your **Aspect value minus your Action Load plus your Net Advantage** |
| + | - 💥 The weapon or spell’s **damage die** (e.g., 1d8 for a longsword) | ||
| + | |||
| + | Add all the dice together and declare the total. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🧮 Resolving the Attack | ||
| + | |||
| + | The GM: | ||
| + | |||
| + | - Subtracts the target’s **Evasion** (or Defense DC) from your total | ||
| + | - The **remainder is raw damage** | ||
| + | |||
| + | That raw damage is compared to the target’s **Damage Thresholds** (see [Damage](./ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🌩️ Area Effects & Resistance Checks | ||
| + | |||
| + | Some spells or abilities affect zones or multiple targets. These **AOE** effects don’t use normal attack rolls. | ||
| + | |||
| + | ### 🔥 Casting the AOE | ||
| + | |||
| + | The attacker: | ||
| + | |||
| + | - Makes an **Aspect Check** to set the **Resistance DC** | ||
| + | - Rolls any **damage dice** at the same time | ||
| + | |||
| + | <WRAP tip> | ||
| + | 📘 **Note on AoE Spells** When casting an Area-of-Effect spell that forces a **Resistance Check**, you roll your relevant **Aspect Dice** to determine the spell’s **Resistance DC**. This roll is **not modified** by your **Action Load** or any instances of **Advantage/ | ||
| + | </ | ||
| + | |||
| + | ### 🛡️ Resistance Checks (Saving Throws) | ||
| + | |||
| + | Each target makes a **Resistance Check** using the Aspect required by the effect: | ||
| + | |||
| + | - Roll d4s equal to their Aspect value | ||
| + | - If total **meets or beats the DC** → success (usually half or no damage) | ||
| + | - If total is **below the DC** → full effect | ||
| + | |||
| + | These checks usually **ignore Action Load**, unless the GM says otherwise. They may be affected by **Net Advantage**. | ||
| + | |||
| + | <WRAP tip> | ||
| + | The **Aspect** used to set the **Resistance DC** may be, and often is, different than the **Aspect** used by the defenders when rolling their **Resistance Check**. | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🎲 Optional: Risk Dice | ||
| + | |||
| + | The caster may **sacrifice one or more damage dice** to increase the DC: | ||
| + | |||
| + | - Each **Risk Die** adds its value to the DC | ||
| + | - That die is **not added** to the damage total | ||
| + | |||
| + | <WRAP notice> | ||
| + | 📘 **Example: | ||
| + | | ||
| + | - DC = Aspect Check total + 5 | ||
| + | - Damage = 3 | ||
| + | |||
| + | </ | ||
| + | |||
| + | This allows tactical choice: go for **harder-to-resist** effects or **higher damage**. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🧾 Interpreting Results | ||
| + | |||
| + | The GM describes the outcome based on how much damage gets through: | ||
| + | |||
| + | - 🩹 **Low** → scratch or glancing hit | ||
| + | - 🩸 **Medium** → solid blow or injury | ||
| + | - 💀 **High** → serious or critical wound | ||
| + | |||
| + | <WRAP tip> | ||
| + | 🎭 **Tip:** Players don’t know exact Evasion or HP — narration provides the clues. | ||
| + | </ | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🛡️ Evasion & Armor | ||
| + | |||
| + | Every character or creature has: | ||
| + | |||
| + | - **Evasion** — how hard they are to hit or affect | ||
| + | - **Damage Thresholds** — how much damage must be dealt to cause injury | ||
| + | |||
| + | Together, they define how durable the target is. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🧭 Movement & Positioning | ||
| + | |||
| + | Moving normally during your turn usually costs **no action**. | ||
| + | |||
| + | It **does cost** an action when: | ||
| + | |||
| + | - Disengaging safely from melee | ||
| + | - Navigating hazards or obstacles | ||
| + | - Pushing movement limits | ||
| + | - A feature or effect says so | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🤝 Teamwork in Combat | ||
| - | ===== Resolving the Attack ===== | + | Use [Team Actions](./ |
| - | The GM subtracts the target’s **Evasion** or **Defense DC** from your total. The remaining value is the raw amount of **damage dealt**. | + | |
| - | This value is then used to determine actual injury by checking it against the target’s **Armor Thresholds** (see [[rules: | + | - Boost rolls |
| + | - Distract enemies | ||
| + | - Set up combos | ||
| - | ===== Interpreting Results ===== | + | Good teamwork is key to success. |
| - | The GM describes the outcome based on how much damage was done. | + | |
| - | Examples: | + | --- |
| - | * Just barely hit? A light wound or grazing blow. | + | |
| - | * Big margin? A staggering blow, knocked down, or serious harm. | + | |
| - | * No damage? The blow glances off armor or misses entirely. | + | |
| - | Players should not need to know exact Evasion values or HP totals—narrative cues will guide their tactics. | + | ## ⏱️ Turn Order |
| - | ===== Evasion | + | For initiative rules and turn structure, see [Initiative](./ |
| - | Each target has: | + | |
| - | * An **Evasion** score – their ability to dodge, block, or deflect attacks | + | |
| - | * A set of **Armor Thresholds** – light, medium, and heavy protection levels | + | |
| - | Together these determine how hard they are to hit and how much damage they can absorb before losing Hit Points. | + | --- |
| - | ===== Movement and Positioning ===== | + | ## 🧘 Ending Combat |
| - | Movement is part of your turn and usually does **not** require an action unless: | + | |
| - | * You are attempting to disengage from melee without being struck | + | |
| - | * You must overcome terrain, hazards, or obstacles | + | |
| - | * A feature card specifies otherwise | + | |
| - | ===== Teamwork in Combat | + | Combat |
| - | Players | + | |
| - | ===== Initiative and Turns ===== | + | - Defeated |
| - | For how combat rounds are structured, see [[rules: | + | - Driven off |
| + | - Negotiated with | ||
| - | ===== Finishing Combat ===== | + | After combat: |
| - | Combat ends when all enemies are defeated, pacified, or the encounter otherwise concludes. | + | |
| - | Then players may take time to: | + | - Rest |
| - | * Rest (see [[rules: | + | - Recover loot or clues |
| - | | + | - Roleplay |
| - | | + | |
