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rules:combat [2025/06/18 19:39] – created Ron Helwigrules:combat [2025/07/10 11:11] (current) Ron Helwig
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 << rules:actions ^ rules:start ^ rules:damage >> << 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
 +
 +<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/Disadvantage**. These spells represent **raw magical force**, not precision attacks.
 +</WRAP>
 +
 +### 🛡️ 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**.
 +</WRAP>
 +
 +---
 +
 +## 🎲 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:** 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
 +
 +</WRAP>
 +
 +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.
 +</WRAP>
 +
 +---
 +
 +## 🛡️ 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
  
-====== Combat ======