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| rules:combat [2025/06/22 19:39] – Ron Helwig | rules:combat [2025/07/10 11:11] (current) – Ron Helwig | ||
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| + | # ⚔️ Combat | ||
| - | # Combat | + | Combat |
| - | Combat in this system is fast, descriptive, | + | --- |
| - | ## Attacking | + | ## 🗡️ |
| - | To attack | + | To attack, perform an action using a relevant |
| You roll: | You roll: | ||
| - | - A number of **d4s** equal to the Aspect value **minus your Action Load** | + | - 🎲 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) | + | - 💥 The weapon or spell’s **damage die** (e.g., 1d8 for a longsword) |
| - | Then, add all the dice together and declare the total. | + | Add all the dice together and declare the total. |
| - | ## Resolving the Attack | + | --- |
| - | The GM **subtracts | + | ## 🧮 Resolving |
| - | The **remainder is the raw damage** dealt. | + | |
| - | That value is then compared to the target’s **Armor Thresholds** (see [Damage](./ | + | The GM: |
| - | ## Area Effects and Resistance Checks | + | - Subtracts the target’s **Evasion** (or Defense DC) from your total |
| + | - The **remainder is raw damage** | ||
| - | Some spells or features affect multiple targets at once or don't use regular attack rolls. These **area-of-effect (AOE)** abilities work slightly differently from standard attacks. This includes spells like Fireball, cone-shaped breath attacks, or shockwave-style features. | + | That raw damage is compared to the target’s |
| - | ### Casting the AOE | + | --- |
| - | To cast an AOE spell or use a feature that affects a zone or group: | + | ## 🌩️ Area Effects & Resistance Checks |
| - | - The attacker makes an **Aspect Check** using the Aspect specified for the spell.. | + | Some spells or abilities affect zones or multiple targets. These **AOE** effects don’t use normal attack rolls. |
| - | - This check sets the **Resistance DC** for the targets (equal to the total result of the roll). | + | |
| - | The caster also rolls any **damage dice** at the same time as their Aspect Check. | + | ### 🔥 Casting |
| - | ### Resistance Checks (Our Saving Throws) | + | The attacker: |
| - | Each affected target must make a **Resistance | + | - Makes an **Aspect |
| + | - Rolls any **damage dice** at the same time | ||
| - | - The target rolls d4s equal to their Aspect value. | + | <WRAP tip> |
| - | - If the result | + | 📘 **Note on AoE Spells** When casting an Area-of-Effect spell that forces a **Resistance Check**, you roll your relevant **Aspect Dice** to determine |
| - | - If the result | + | </ |
| - | Resistance Checks | + | ### 🛡️ |
| - | ### Risk Dice (Advanced Option) | + | Each target makes a **Resistance Check** using the Aspect required by the effect: |
| - | When the caster rolls their damage dice, they may **treat one or more of those dice as Risk Dice**. | + | - 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 | ||
| - | - Each Risk Die that is **sacrificed** increases the DC by the result of that die. | + | These checks usually |
| - | - However, that die is excluded from the total damage — you don’t add its value. | + | |
| - | This allows a player to **trade raw damage for a harder-to-avoid effect**. | + | <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**. | ||
| + | </ | ||
| - | > **Example: | + | --- |
| - | They choose to **sacrifice the 5** as a Risk Die: | + | |
| - | > | + | |
| - | > - Final DC = 12 (Aspect Check) + 5 (Risk Die) = **17** | + | |
| - | > - Damage = 3 (remaining d6) | + | |
| - | This gives the caster tactical flexibility: weaken the effect but hit more targets, or go for raw power and accept some targets might resist it. | + | ## 🎲 Optional: Risk Dice |
| - | ### Notes | + | The caster may **sacrifice one or more damage dice** to increase the DC: |
| - | - Spells or features should clearly state what Aspect | + | - Each **Risk Die** adds its value to the DC |
| - | - GM adjudication may adjust results — half damage on success, full on failure, or other effects depending on the power. | + | - That die is **not added** to the damage total |
| - | - Risk Dice are **optional**, but recommended for cinematic, tactical casting. | + | |
| - | ## Interpreting Results | + | <WRAP notice> |
| + | 📘 **Example: | ||
| + | | ||
| + | - DC = Aspect Check total + 5 | ||
| + | - Damage = 3 | ||
| - | The GM narrates the outcome based on how much damage is dealt. | + | </ |
| - | Examples: | + | This allows tactical choice: go for **harder-to-resist** effects or **higher damage**. |
| - | - **Barely hit** → a light wound or grazing blow | + | --- |
| - | - **Large margin** → staggering hit, knockdown, major injury | + | |
| - | - **Zero damage** → blocked, deflected, or narrowly avoided | + | |
| - | > **Note:** Players typically don't know exact Evasion or HP values. Narration and observed effects provide tactical clues. | + | ## 🧾 Interpreting Results |
| - | ## Evasion and Armor | + | The GM describes the outcome based on how much damage gets through: |
| - | Each combatant has: | + | - 🩹 **Low** → scratch or glancing hit |
| + | - 🩸 **Medium** → solid blow or injury | ||
| + | - 💀 **High** → serious or critical wound | ||
| - | - An **Evasion** score — how hard they are to hit or affect | + | <WRAP tip> |
| - | - A set of **Armor Thresholds** — how much damage it takes to injure them | + | 🎭 **Tip:** Players don’t know exact Evasion or HP — narration provides the clues. |
| + | </ | ||
| - | Together these define how easy they are to harm and how well they absorb damage. | + | --- |
| - | ## Movement and Positioning | + | ## 🛡️ Evasion & Armor |
| - | Moving normally on your turn usually does **not** require an action. | + | Every character or creature has: |
| - | Movement | + | - **Evasion** — how hard they are to hit or affect |
| + | - **Damage Thresholds** — how much damage must be dealt to cause injury | ||
| - | - Disengaging from melee without provoking a strike | + | Together, they define how durable the target is. |
| - | - Navigating hazardous or difficult terrain | + | |
| - | - Attempting to move an unusually long distance | + | |
| - | - A spell or feature says so | + | |
| - | ## Teamwork in Combat | + | --- |
| - | Players are encouraged to coordinate and assist each other using [Team Actions](./ | + | ## 🧭 Movement & Positioning |
| - | Support actions can: | + | |
| - | - Boost ally rolls | + | Moving normally during your turn usually costs **no action**. |
| - | - Weaken enemy defenses | + | |
| - | - Set up combo attacks | + | |
| - | ## Initiative and Turns | + | It **does cost** an action when: |
| - | For details on turn order and combat structure, see [Initiative](./ | + | - Disengaging safely from melee |
| + | - Navigating hazards or obstacles | ||
| + | - Pushing movement limits | ||
| + | - A feature or effect says so | ||
| - | ## Finishing Combat | + | --- |
| - | Combat | + | ## 🤝 Teamwork in Combat |
| - | Afterward, characters usually: | + | Use [Team Actions](./ |
| - | - Take a [Rest](./resting) | + | - Boost rolls |
| - | - Search for treasure | + | - Distract enemies |
| - | - Roleplay the consequences of victory or wounds | + | - Set up combos |
| + | |||
| + | Good teamwork is key to success. | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## ⏱️ Turn Order | ||
| + | |||
| + | For initiative rules and turn structure, see [Initiative](./initiative). | ||
| + | |||
| + | --- | ||
| + | |||
| + | ## 🧘 Ending Combat | ||
| + | |||
| + | Combat ends when all enemies are: | ||
| + | |||
| + | - Defeated | ||
| + | - Driven off | ||
| + | - Negotiated with | ||
| + | |||
| + | After combat: | ||
| + | |||
| + | - Rest | ||
| + | - Recover loot or clues | ||
| + | - Roleplay the aftermath | ||
