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rules:combat [2025/06/22 19:12] 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 [Actions](./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 using a relevant Aspect (such as **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** +🎲 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 the target’s Evasion or Defense DC** from your roll total.   +## 🧮 Resolving the Attack
-The **remainder is the raw damage** dealt.+
  
-That value is then compared to the target’s **Armor Thresholds** (see [Damage](./damage) and [Armor](./armor)) to determine how much injury is actually inflicted.+The GM:
  
-## Interpreting Results+- Subtracts the target’s **Evasion** (or Defense DC) from your total   
 +- The **remainder is raw damage**
  
-The GM narrates the outcome based on how much damage is dealt.+That raw damage is compared to the target’s **Damage Thresholds** (see [Damage](./damage) and [Armor](./armor)) to determine how much injury is inflicted.
  
-Examples:+---
  
-- **Barely hit** → a light wound or grazing blow   +## 🌩️ Area Effects & Resistance Checks
-- **Large margin** → staggering hit, knockdown, major injury   +
-- **Zero damage** → blocked, deflected, or narrowly avoided  +
  
-**Note:** Players typically don'know exact Evasion or HP values. Narration and observed effects provide tactical clues.+Some spells or abilities affect zones or multiple targets. These **AOE** effects donuse normal attack rolls.
  
-## Evasion and Armor+### 🔥 Casting the AOE
  
-Each combatant has:+The attacker:
  
-An **Evasion** score — how hard they are to hit or affect   +Makes an **Aspect Check** to set the **Resistance DC**   
-A set of **Armor Thresholds** — how much damage it takes to injure them+Rolls any **damage dice** at the same time
  
-Together these define how easy they are to harm and how well they absorb damage.+<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>
  
-## Movement and Positioning+### 🛡️ Resistance Checks (Saving Throws)
  
-Moving normally on your turn usually does **not** require an action.+Each target makes a **Resistance Check** using the Aspect required by the effect:
  
-Movement **does** cost an action when:+- 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
  
-- Disengaging from melee without provoking a strike   +These checks usually **ignore Action Load**, unless the GM says otherwise. They may be affected by **Net Advantage**.
-- Navigating hazardous or difficult terrain   +
-- Attempting to move an unusually long distance   +
-- A spell or feature says so+
  
-## Teamwork in Combat+<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>
  
-Players are encouraged to coordinate and assist each other using [Team Actions](./team_actions).   +---
-Support actions can:+
  
-- Boost ally rolls   +## 🎲 Optional: Risk Dice
-- Weaken enemy defenses   +
-- Set up combo attacks  +
  
-## Initiative and Turns+The caster may **sacrifice one or more damage dice** to increase the DC:
  
-For details on turn order and combat structure, see [Initiative](./initiative).+- Each **Risk Die** adds its value to the DC   
 +- That die is **not added** to the damage total
  
-## Finishing Combat+<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
  
-Combat ends when all threats are defeated, pacified, or withdrawn.+</WRAP>
  
-Afterward, characters usually:+This allows tactical choicego for **harder-to-resist** effects or **higher damage**.
  
-Take a [Rest](./resting)   +--- 
-Search for treasure or investigate the scene   + 
-- Roleplay the consequences of victory or wounds  +## 🧾 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_actionsto 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