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combat-mechanics [2021/09/15 22:40] naaira [Preventing damage] |
combat-mechanics [2022/01/26 23:16] (current) naaira [Ranged Combat & Spellcasting] |
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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 | + | ==== Attack rolls ==== |
- | 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]] | + | |
- | * Getting attacked by multiple attacks at once can [[harassment|harass]] down a unit's defense skill making it easier to hit - and can open up for critical strikes. | + | {{template> |
- | * Wielding | + | * Various effects |
- | * Fighting [[underwater]] can give penalties based on the [[physical damage types|weapon used]] | + | |
- | * Various effects can lower the attack and defense | + | |
* 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 |
+ | |||
+ | {{template> | ||
* 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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* [[Defensive effects order|Defensive spells and effects]] like ??Twist Fate??, ?? | * [[Defensive effects order|Defensive spells and effects]] like ??Twist Fate??, ?? | ||
- | ^ Combat Mechanics | + | ^ Combat Mechanics |
- | | [[Rolling to hit]] | [[:Melee]] | [[:Summon Animals]], [[:Raven Feast]], [[:Wind Ride]], [[:Winged Monkeys]], [[:Vermin Feast]], [[:Wild Hunt]], [[:The Kindly Ones]], [[:Guardians | + | | **Rolling to hit** | //[[attack roll|Melee attacks]]// | [[:Attack Roll]] • [[:Fatigue]] • [[:Multiple Attacks]] • [[:Repel]] • [[:Trample]] • [[:Area of Effect]] • [[:Melee Attack Penalties]] | |
- | | ::: | [[:Ranged]] | [[:Transformation]], [[:Sea of Ice]], [[:Fata Morgana]], [[:Utterdark]], [[:Wish]] | | + | | ::: | // |
- | + | | **[[:Damage]]** | //[[:Physical]]// | |
- | | [[:Damage]] | [[: | + | | ::: | //[[:Elemental]]// |
- | | ::: | [[:Alteration]] | [[:False Fetters]], [[:Earth Grip]], [[:Mossbody]], [[:Armor of Achilles]], [[:Soul Vortex]], [[:Iron Bane]], [[:Transformation]], [[:Phoenix Pyre]], [[:Time Stop]] | | + | | ::: |
- | + | | [[:Damage Prevention]] | |
- | | [[:Damage Prevention]] | [[:Conjuration]] | [[:Entanglement]] | | + | | ::: |
- | | ::: | [[:Alteration]] | [[:False Fetters]], [[:Earth Grip]], [[:Mossbody]], [[:Armor of Achilles]], [[:Soul Vortex]], [[:Iron Bane]], [[:Transformation]], [[:Phoenix Pyre]], [[:Time Stop]] | | + | | ::: | // |
{{tag> | {{tag> |