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rules:combat [2025/07/02 19:53] – Ron Helwig | rules:combat [2025/07/10 11:11] (current) – Ron Helwig | ||
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<< rules: | << rules: | ||
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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/ | ||
+ | </ | ||
### 🛡️ 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. |
+ | |||
+ | <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**. | ||
+ | </ | ||
--- | --- | ||
- | ### 🎲 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 | ||
- | < | + | < |
- | | + | 📘 **Example: |
- | Damage dice = 5 and 3. The caster uses the 5 as a **Risk Die**. | + | |
- | | + | - DC = Aspect Check total + 5 |
- | | + | - Damage = 3 |
</ | </ | ||
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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: |
+ | </ | ||
--- | --- | ||
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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. | + | Together, they define how durable the target is. |
--- | --- | ||
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- Recover loot or clues | - Recover loot or clues | ||
- Roleplay the aftermath | - Roleplay the aftermath | ||
+ |