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rules:combat [2025/06/18 23:53] 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 ======+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**.
  
-Combat in this system is fast, descriptive, and tactical. It uses the same basic mechanics as any other action (see [[rules:actions]]), but applies them to offensive and defensive situations with a focus on Aspects, Evasion, Armor, and damage thresholds.+---
  
-===== Attacking ===== +## 🗡️ Attacking 
-To attack a targetyou perform an action that uses a relevant Aspect (like Control, Ingenuity, or Finesse) and a weapon or spell.+ 
 +To attack, perform an action using a relevant **Aspect** (like **Control****Ingenuity**, or **Finesse**along with a weapon or spell.
  
 You roll: You roll:
-  * A number of **d4s equal to the Aspect value minus your //Action Load//** 
-  * The weapon or spell's **damage die** (e.g., 1d8 for a longsword) 
  
-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](./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
  
-===== Resolving the Attack ===== +Use [Team Actions](./team_actions) to support your allies:
-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:damage]] and [[rules:armor]]).+- 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 and Armor ===== +For initiative rules and turn structuresee [Initiative](./initiative).
-Each target has: +
-  * An **Evasion** score – their ability to dodgeblock, 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 +
-  * You are trying to move an unreasonably long distance +
-  * A feature card specifies otherwise+
  
-===== Teamwork in Combat ===== +Combat ends when all enemies are:
-Players are encouraged to assist each other using [[rules:team_actions]]. Supporting allies can improve rolls, reduce enemy defenses, or enhance effects.+
  
-===== Initiative and Turns ===== +- Defeated   
-For how combat rounds are structured, see [[rules:initiative]].+- Driven off   
 +- Negotiated with  
  
-===== Finishing Combat ===== +After combat:
-Combat ends when all enemies are defeated, pacified, or the encounter otherwise concludes.+
  
-Then players may usually take time to: +- Rest   
-  * Rest (see [[rules:resting]]) +- Recover loot or clues   
-  * Loot or investigate +Roleplay the aftermath
-  Roleplay outcomes or wounds+