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combat-mechanics [2021/10/11 19:18] dude correct spelling is defence |
combat-mechanics [2022/01/26 23:16] (current) naaira [Ranged Combat & Spellcasting] |
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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 [[defence roll]]. These are compared. If the attack roll (with modifiers) is greater than the defence roll, it hits. If not, it misses. | + | For melee attacks the attacker makes an [[attack roll]] at the same time as the defender makes a [[defence roll]]. These are compared. If the attack roll (with modifiers) is greater than the defence roll, it hits. If not, it misses. |
- | * [[Fatigue]] | + | |
- | * Getting attacked by multiple attacks at once can [[harassment|harass]] down a unit's defence 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 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 and [[combat-magic|spellcasting]] are different from melee combat in that they do not use defence values. Instead, a [[precision roll]] is used to determine which square a missile or spell hits. | Ranged combat and [[combat-magic|spellcasting]] are different from melee combat in that they do not use defence values. Instead, a [[precision roll]] is used to determine which square a missile or spell hits. | ||
+ | |||
+ | {{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** | //[[attack roll|Melee attacks]]// | [[:Attack Roll]] • [[: | + | | **Rolling to hit** | //[[attack roll|Melee attacks]]// |
- | | ::: | // | + | | ::: |
- | | **[[: | + | | **[[: |
- | | ::: | // | + | | ::: |
- | | ::: | //[[:Damage Tags ]]// | [[:Armor Piercing]] • [[:Armor Negating]] • [[:Magic]] • [[:Fatigue Damage]] • [[:Life Drain]] • [[: | + | | ::: |
- | | [[:Damage Prevention]] | //Basic// | [[: | + | | [[:Damage Prevention]] |
- | | ::: | // | + | | ::: |
- | | ::: | //Other// | [[: | + | | ::: |
{{tag> | {{tag> |