<< 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