This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
combat-mechanics [2021/09/15 23:10] naaira [Preventing damage] |
combat-mechanics [2022/01/26 23:16] (current) naaira [Ranged Combat & Spellcasting] |
||
---|---|---|---|
Line 1: | Line 1: | ||
====== 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: | ||
Line 9: | Line 9: | ||
- | ==== 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]]), | ||
Line 21: | Line 19: | ||
==== 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. | ||
Line 63: | Line 63: | ||
* [[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 attacks// | [[:Attack Roll]], [[: | + | | **Rolling to hit** | //[[attack roll|Melee attacks]]// |
- | | ::: | //Ranged attacks & Spellcasting// | + | | ::: |
- | | **[[: | + | | **[[: |
- | | ::: | [[: | + | | ::: |
- | | ::: | [[:Damage Tags ]] | [[:Armor Piercing]], [[:Armor Negating]], [[:Magic]], [[:Fatigue Damage]], [[:Life Drain]], [[: | + | | ::: |
- | | ::: | **[[:Damage Prevention]]** | [[: | + | | [[:Damage Prevention]] |
- | + | | ::: | // | |
+ | | ::: | // | ||
{{tag> | {{tag> |