CombatCombat begins with each combatant rolling 1d20 and adding their Speed to the roll to determine their place in the order of Initiative. During combat, you and your allies will attack your enemies until one side is defeated, flees, or surrenders or some outside force acts upon the battlefield to cease combat.
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AttackingThere are three basic types of attacks a character can make:
To attack an enemy, simply get within striking range and roll Melee, Range, or Spellcraft (depending on the type of attack you are making) plus any bonuses you have to this kind of attack. |
DefendingEvery attack will target one of two defenses:
When attacked, the defender may either take the hit or use a Reaction to roll either Defense or Save (whichever the attack targets) plus any bonuses you have to this kind of attack. |
Every Bump the Defender rolls negates a Bump the Attacker rolled.
If the attack is reduced to 0 (or fewer) Bumps, it's a Miss.
If the attack has at least 1 Bump remaining, it's a Hit.
If at least one Bump gets through, the attacker rolls their Damage Dice and subtracts the total damage rolled from the target's Hit Points.
Sun and Qin are sparring in the courtyard. Sun comes at Qin with a spinning kick, rolling his Melee for a total of 3 Bumps. Qin raises his guard, rolling Defense for a total of 1 Bump. 2 Bumps get through, making this a hit.
Qin's kick uses 1d6 as a damage dice. Since 2 Bumps got through, Qin rolls 1d6 (he rolls a 4) and adds his bonus damage of +2.
This results in 6 Damage (roll 4 damage + 2 bonus damage = 6 damage in total)
Qin's kick uses 1d6 as a damage dice. Since 2 Bumps got through, Qin rolls 1d6 (he rolls a 4) and adds his bonus damage of +2.
This results in 6 Damage (roll 4 damage + 2 bonus damage = 6 damage in total)
Damage Types, Resistance, and Vulnerability
There are ten types of Damage which creatures may be resistant or vulnerable to:
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For each point of Resistance a creature has, it takes 1d6 less Damage when hit by this type of damage. Even if Resistance reduces the actual damage taken to 0 (or a negative number), the attack is still considered a Hit.
Kiral attacks a golem with his longsword and hits, dealing a total of 12 Physical Damage to the creature. However, the golem has 3 Physical Resistance. It rolls 3d6 for a total of 9, reducing the incoming damage from Kiral's attack from 12 to merely 3 (12-9=3). For each point of Vulnerability a creature has, it takes an extra 1d6 Damage when hit by this type of damage.
Kiral notices the golem's damage Resistance and decides to change tactics. He fires off a blast of arcane energy and hits, dealing 8 points of Mystic Damage. This particular golem has 2 Mystic Vulnerability, so it rolls 2d6 for a total of 10. Because of the golem's Vulnerability, the total damage from Kiral's attack increases from 8 to 18 (8+10=18). |
Additional & Bonus DamageMany abilities will allow you to deal extra damage to an enemy. This damage will either be pre-typed or it will be added damage on top of another type. If the damage source does not specify what type of damage this extra damage is, assume it has the same type as the attack or effect it's attached to. For example, if a weapon which normally deals Physical damage makes the attack and a special power grants 1d6 bonus damage, assume the bonus damage is also Physical if the power doesn't specify. If there is no damage source attached to the bonus damage, the GM may assign it a type based on what the power does or looks like. |
Line of Sight
Before an attack can be made, a combatant must of Line of Sight to their target. Line of Sight (L0S for short) indicates that the intended target is at least partially visible and can be effectively targeted. If Line of Sight cannot be drawn, direct attacks cannot target the creature (they may still be affected by attacks and effects that target everything in an area they happen to find themselves in, however).
Creatures that are Hidden, Invisible, or fully behind cover cannot have Line of Sight drawn to them. Unless the target is Hidden, Invisible, or somehow obscured from your senses, you'll always have Line of Sight with melee attacks.
Creatures that are Hidden, Invisible, or fully behind cover cannot have Line of Sight drawn to them. Unless the target is Hidden, Invisible, or somehow obscured from your senses, you'll always have Line of Sight with melee attacks.
To determine Line of Sight, simply draw an imaginary line from the center of your space to the center of the target's space.
If you intersect no obstacles, you have perfect Line of Sight.
If you intersect an obstacle but more than half of the target's body is still visible, they have Cover. Cover means:
If you intersect a wall or major obstacle and more than half of the target's body is not visible, you don't have Line of Sight to them and can't target them. Common things that totally block Line of Sight include:
If you intersect no obstacles, you have perfect Line of Sight.
If you intersect an obstacle but more than half of the target's body is still visible, they have Cover. Cover means:
- You have Disadvantage on attacks versus the target
- The target has Advantage on defenses versus those it has Cover from
- Common sources of Cover include:
- Carriage/Wagon
- Dense fog or smoke
- Furniture, debris
- Thick foliage
- Pillar
- Human shield
If you intersect a wall or major obstacle and more than half of the target's body is not visible, you don't have Line of Sight to them and can't target them. Common things that totally block Line of Sight include:
- Total darkness
- Large trees
- Solid walls