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rules:combat [2025/07/02 19:53] 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 >>
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 # ⚔️ Combat # ⚔️ Combat
  
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 You roll: You roll:
  
-- 🎲 A number of **d4s** equal to your 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)
  
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 The attacker: The attacker:
  
-- Makes an **Aspect Check** to set the **Resistance DC**+- Makes an **Aspect Check** to set the **Resistance DC**  
 - Rolls any **damage dice** at the same time - 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) ### 🛡️ Resistance Checks (Saving Throws)
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 Each target makes a **Resistance Check** using the Aspect required by the effect: Each target makes a **Resistance Check** using the Aspect required by the effect:
  
-- Roll d4s equal to their Aspect value +- Roll d4s equal to their Aspect value   
-- If total **meets or beats the DC** → success (usually half or no damage)+- If total **meets or beats the DC** → success (usually half or no damage)  
 - If total is **below the DC** → full effect - If total is **below the DC** → full effect
  
-These checks usually **ignore Action Load** unless the GM says otherwise.+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+## 🎲 Optional: Risk Dice
  
 The caster may **sacrifice one or more damage dice** to increase the DC: The caster may **sacrifice one or more damage dice** to increase the DC:
  
-- Each **Risk Die** adds its value to the DC+- Each **Risk Die** adds its value to the DC  
 - That die is **not added** to the damage total - That die is **not added** to the damage total
  
-<WRAP box+<WRAP notice
- **Example:** A spell rolls 5d4 + 2d6 (fireblast).   + 📘 **Example:** A spellcaster rolls 5d4 + 2d6 (fireblast).   
-Damage dice = 5 and 3. The caster uses the 5 as a **Risk Die**. + Damage dice = 5 and 3. The caster uses the 5 as a **Risk Die**: 
-  DC = Aspect Check total + 5 + - DC = Aspect Check total + 5   
-  Damage = 3+ - Damage = 3
  
 </WRAP> </WRAP>
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 - 💀 **High** → serious or critical wound   - 💀 **High** → serious or critical wound  
  
- \\\  +<WRAP tip> 
-> 🎭 Players don't know exact Evasion or HP — narration provides the clues.+🎭 **Tip:** Players dont know exact Evasion or HP — narration provides the clues. 
 +</WRAP>
  
 --- ---
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 - **Damage Thresholds** — how much damage must be dealt to cause injury - **Damage Thresholds** — how much damage must be dealt to cause injury
  
-Together they define how durable the target is.+Togetherthey define how durable the target is.
  
 --- ---
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 - Recover loot or clues   - Recover loot or clues  
 - Roleplay the aftermath - Roleplay the aftermath
 +