rules:actions ^ rules:start ^ rules:damage >>
# ⚔️ Combat
Combat in this system is **fast, descriptive, and tactical**. It uses the same core mechanics as other actions (see [Actions](./actions)), but applies them to offensive and defensive situations using **Aspects**, **Evasion**, **Armor**, and **Damage Thresholds**.
---
## 🗡️ Attacking
To attack, perform an action using a relevant **Aspect** (like **Control**, **Ingenuity**, or **Finesse**) along with a weapon or spell.
You roll:
- 🎲 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](./damage) and [Armor](./armor)) to determine how much injury is inflicted.
---
## 🌩️ 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
📘 **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/Disadvantage**. These spells represent **raw magical force**, not precision attacks.
### 🛡️ 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**.
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
📘 **Example:** A spellcaster rolls 5d4 + 2d6 (fireblast).
Damage dice = 5 and 3. The caster uses the 5 as a **Risk Die**:
- 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
🎭 **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
Use [Team Actions](./team_actions) to support your allies:
- Boost rolls
- Distract enemies
- 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