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combat-mechanics [2021/10/12 13:13]
joste [Table]
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]] can affect both the attacker and defender negatively. + 
-  * 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>attackroll}}  
-  * Wielding [[multiple attacks|multiple weapons]] can make it harder to hit.  +  * Various effects can increase or decrease the [[melee-roll#Attack modifiers|attack]] and [[melee-roll#defense modifiers|defense modifiers]] skills of units.
-  * Fighting [[underwater]] can give penalties based on the [[physical damage types|weapon used]] +
-  * Various effects can lower the attack and defence skills of units, such as ??Darkness??.+
   * 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]]), spells (such as ??Astral Shield?? or ??Fire Shield??) and items (such as ??Vine Shield??) can prevent an attacker from attacking or punish the attacker.   * [[defensive effects order|Defensive abilities]] (such as [[ethereal|etherealness]]), spells (such as ??Astral Shield?? or ??Fire Shield??) and items (such as ??Vine Shield??) can prevent an attacker from attacking or punish the attacker.
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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>precisionroll}}
   * 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.
combat-mechanics.1634044399.txt.gz · Last modified: 2021/10/12 13:13 by joste