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combat-mechanics [2021/09/14 17:00] naaira [Special Damage] |
combat-mechanics [2021/10/12 13:13] joste [Table] |
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====== Combat Mechanics ====== | ====== Combat Mechanics ====== | ||
- | Anytime a sword is swung, an arrow is shot or a spell is cast a series of rolls are made to determine whether the action is succesful | + | Anytime a sword is swung, an arrow is shot or a spell is cast a series of rolls are made to determine whether the action is successful |
All offensive abilities in the game basically functions in the same way: | All offensive abilities in the game basically functions in the same way: | ||
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==== Melee Attacks ==== | ==== Melee Attacks ==== | ||
- | For melee attacks the attacker makes an [[attack roll]] at the same time as the defender makes a [[defense | + | For melee attacks the attacker makes an [[attack roll]] at the same time as the defender makes a [[defence |
* [[Fatigue]] can affect both the attacker and defender negatively. | * [[Fatigue]] can affect both the attacker and defender negatively. | ||
- | * Getting attacked by multiple attacks at once can [[harassment|harass]] down a unit' | + | * Getting attacked by multiple attacks at once can [[harassment|harass]] down a unit' |
- | * Wielding [[multiple attacks|multiple weapons]] can make it harder to hit. Fighting underwater can give penalties based on the [[physical damage types|weapon used]] | + | * Wielding [[multiple attacks|multiple weapons]] can make it harder to hit. |
- | * Various effects can lower the attack and defense | + | * Fighting |
+ | * Various effects can lower the attack and defence | ||
* Defenders with long weapons can [[repel]] attackers, preventing the attack from happening. | * Defenders with long weapons can [[repel]] attackers, preventing the attack from happening. | ||
* [[defensive effects order|Defensive abilities]] (such as [[ethereal|etherealness]]), | * [[defensive effects order|Defensive abilities]] (such as [[ethereal|etherealness]]), | ||
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==== Ranged Combat & Spellcasting ==== | ==== Ranged Combat & Spellcasting ==== | ||
- | Ranged combat and [[combat-magic|spellcasting]] are different from melee combat in that they do not use defense | + | Ranged combat and [[combat-magic|spellcasting]] are different from melee combat in that they do not use defence |
* Shields can [[precision roll|prevent]] ranged weapons from striking true. | * Shields can [[precision roll|prevent]] ranged weapons from striking true. | ||
* Every point of [[precision roll|precision]] above 10 counts for double. | * Every point of [[precision roll|precision]] above 10 counts for double. | ||
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* [[damage type#shock damage|Shock damage]] can stun a target making it unable to perform actions. | * [[damage type#shock damage|Shock damage]] can stun a target making it unable to perform actions. | ||
* [[damage type#cold damage|Cold damage]] may freeze a unit, leading to additional [[damage roll# | * [[damage type#cold damage|Cold damage]] may freeze a unit, leading to additional [[damage roll# | ||
- | * [[damage type#poison damage|Poison damage]] deals damage over time. | + | * [[Poison damage]] deals damage over time. |
* [[damage type#acid damage|Acid damage]] can cause weapons and armor to rust. | * [[damage type#acid damage|Acid damage]] can cause weapons and armor to rust. | ||
* If a unit suffers from [[bleeding|profuse bleeding]] it quickly dies unless the bleeding stops. | * If a unit suffers from [[bleeding|profuse bleeding]] it quickly dies unless the bleeding stops. | ||
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* [[Defensive effects order|Defensive spells and effects]] like ??Twist Fate??, ?? | * [[Defensive effects order|Defensive spells and effects]] like ??Twist Fate??, ?? | ||
+ | ^ Combat Mechanics | ||
+ | | **Rolling to hit** | //[[attack roll|Melee attacks]]// | ||
+ | | ::: | // | ||
+ | | **[[: | ||
+ | | ::: | // | ||
+ | | ::: | //[[:Damage Tags]]// | ||
+ | | [[:Damage Prevention]] | ||
+ | | ::: | // | ||
+ | | ::: | // | ||
{{tag> | {{tag> |