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rules:combat [2025/06/22 19:39] 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:
  
-## Area Effects and Resistance Checks+- Subtracts the target’s **Evasion** (or Defense DC) from your total   
 +- The **remainder is raw damage**
  
-Some spells or features affect multiple targets at once or don't use regular attack rolls. These **area-of-effect (AOE)** abilities work slightly differently from standard attacksThis includes spells like Fireball, cone-shaped breath attacks, or shockwave-style features.+That raw damage is compared to the target’s **Damage Thresholds** (see [Damage](./damage) and [Armor](./armor)) to determine how much injury is inflicted.
  
-### Casting the AOE+---
  
-To cast an AOE spell or use a feature that affects a zone or group:+## 🌩️ Area Effects & Resistance Checks
  
-- The attacker makes an **Aspect Check** using the Aspect specified for the spell.+Some spells or abilities affect zones or multiple targetsThese **AOE** effects don’t use normal attack rolls.
-- This check sets the **Resistance DC** for the targets (equal to the total result of the roll).+
  
-The caster also rolls any **damage dice** at the same time as their Aspect Check.+### 🔥 Casting the AOE
  
-### Resistance Checks (Our Saving Throws)+The attacker:
  
-Each affected target must make a **Resistance Check** using the Aspect specified by the effect (e.g., Reflex for a Fireball, Fortitude for poison, Willpower for fear).+- Makes an **Aspect Check** to set the **Resistance DC**   
 +- Rolls any **damage dice** at the same time
  
-- The target rolls d4s equal to their Aspect value. +<WRAP tip> 
-If the result **meets or beats the DC**, the target **succeeds** (often taking half or no damage). +📘 **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. 
-- If the result is **less than the DC**, the target **fails** and suffers the full effect.+</WRAP>
  
-Resistance Checks typically do **not** subtract //Action Load// unless the GM decides otherwise.+### 🛡️ Resistance Checks (Saving Throws)
  
-### Risk Dice (Advanced Option)+Each target makes a **Resistance Check** using the Aspect required by the effect:
  
-When the caster rolls their damage dice, they may **treat one or more of those dice as Risk Dice**.+- 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
  
-- Each Risk Die that is **sacrificed** increases the DC by the result of that die. +These checks usually **ignore Action Load**, unless the GM says otherwise. They may be affected by **Net Advantage**.
-- Howeverthat die is excluded from the total damage — you don’t add its value.+
  
-This allows a player to **trade raw damage for a harder-to-avoid effect**.+<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>
  
-> **Example:** A caster rolls 5d4 + 2d6 (for a fireblast). They get a total of 12 on the d4s and a 5 and 3 on the d6s.   +---
-They choose to **sacrifice the 5** as a Risk Die: +
-+
-Final DC = 12 (Aspect Check) + 5 (Risk Die) = **17** +
-Damage = 3 (remaining d6)+
  
-This gives the caster tactical flexibilityweaken the effect but hit more targets, or go for raw power and accept some targets might resist it.+## 🎲 OptionalRisk Dice
  
-### Notes+The caster may **sacrifice one or more damage dice** to increase the DC:
  
-Spells or features should clearly state what Aspect to use for the Aspect Check that sets the DC, as well as the Resistance Check. These may, and likely will, be different. +Each **Risk Die** adds its value to the DC   
-GM adjudication may adjust results — half damage on success, full on failure, or other effects depending on the power. +That die is **not added** to the damage total
-- Risk Dice are **optional**, but recommended for cinematic, tactical casting.+
  
-## Interpreting Results+<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
  
-The GM narrates the outcome based on how much damage is dealt.+</WRAP>
  
-Examples:+This allows tactical choicego for **harder-to-resist** effects or **higher damage**.
  
-**Barely hit** → a light wound or grazing blow   +---
-**Large margin** → staggering hit, knockdown, major injury   +
-**Zero damage** → blocked, deflected, or narrowly avoided  +
  
-> **Note:** Players typically don't know exact Evasion or HP values. Narration and observed effects provide tactical clues.+## 🧾 Interpreting Results
  
-## Evasion and Armor+The GM describes the outcome based on how much damage gets through:
  
-Each combatant has:+- 🩹 **Low** → scratch or glancing hit   
 +- 🩸 **Medium** → solid blow or injury   
 +- 💀 **High** → serious or critical wound  
  
-- An **Evasion** score — how hard they are to hit or affect   +<WRAP tip> 
-- A set of **Armor Thresholds** — how much damage it takes to injure them+🎭 **Tip:** Players don’t know exact Evasion or HP — narration provides the clues. 
 +</WRAP>
  
-Together these define how easy they are to harm and how well they absorb damage.+---
  
-## Movement and Positioning+## 🛡️ Evasion & Armor
  
-Moving normally on your turn usually does **not** require an action.+Every character or creature has:
  
-Movement **does** cost an action when:+**Evasion** — how hard they are to hit or affect   
 +- **Damage Thresholds** — how much damage must be dealt to cause injury
  
-- Disengaging from melee without provoking a strike   +Together, they define how durable the target is.
-- Navigating hazardous or difficult terrain   +
-- Attempting to move an unusually long distance   +
-- A spell or feature says so+
  
-## Teamwork in Combat+---
  
-Players are encouraged to coordinate and assist each other using [Team Actions](./team_actions).   +## 🧭 Movement & Positioning
-Support actions can:+
  
-- Boost ally rolls   +Moving normally during your turn usually costs **no action**.
-- Weaken enemy defenses   +
-- Set up combo attacks  +
  
-## Initiative and Turns+It **does cost** an action when:
  
-For details on turn order and combat structure, see [Initiative](./initiative).+- Disengaging safely from melee   
 +- Navigating hazards or obstacles   
 +- Pushing movement limits   
 +- A feature or effect says so
  
-## Finishing Combat+---
  
-Combat ends when all threats are defeated, pacified, or withdrawn.+## 🤝 Teamwork in Combat
  
-Afterward, characters usually:+Use [Team Actions](./team_actions) to support your allies:
  
-Take a [Rest](./resting)   +Boost rolls   
-Search for treasure or investigate the scene   +- Distract enemies   
-- Roleplay the consequences of victory or wounds  +- 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