User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
game_systems:combat:combat_stats [2026/03/07 03:32] – created elfinlocksgame_systems:combat:combat_stats [2026/04/30 05:39] (current) – [Energy] reon
Line 1: Line 1:
-=====Combat Statistics=====+======Combat Statistics======
  
 ====Attack Rolls==== ====Attack Rolls====
Line 40: Line 40:
 ====Attack Bonus==== ====Attack Bonus====
 <WRAP Round Box> <WRAP Round Box>
-Attacking an enemy usually involves spending your Half Action to attempt to hit the enemy's Armor Class. To attack, roll 1d20 and add your relevant Ability Score Modifier (typically STR or DEX), your Base Attack Bonus, and any miscellaneous bonuses (for example, if your weapon is magical or of exceptional craftsmanship, you receive a bonus to the roll from it). If your check meets or exceeds the enemy's Armor Class, you hit them successfully, and may roll damage.+Attacking an enemy usually involves spending your Half Action to attempt to hit the enemy's Armor Class. To attack, roll 1d20 and add your relevant Ability Score Modifier (typically STR or DEX), your [[priority:prowess|Prowess]], and any miscellaneous bonuses (for example, if your weapon is magical or of exceptional craftsmanship, you receive a bonus to the roll from it). If your check meets or exceeds the enemy's Armor Class, you hit them successfully, and may roll damage.
  
 Damage is typically the Damage Dice of the weapon you are using (for example, a Longsword deals 1d8 points of damage), plus your STR modifier. Damage is typically the Damage Dice of the weapon you are using (for example, a Longsword deals 1d8 points of damage), plus your STR modifier.
Line 53: Line 53:
 ==== Defense ==== ==== Defense ====
 <WRAP Round Box> <WRAP Round Box>
-BaB is added directly to your Defense (AC) and a Dodge Bonus. When calculating Defense you add your BAB as a Dodge bonus to Defense.+[[priority:prowess|Prowess]] is added directly to your Defense (AC) and a Dodge Bonus. When calculating Defense you add your [[priority:prowess|Prowess]] as a Dodge bonus to Defense.
 </WRAP> </WRAP>
  
 <WRAP center round info 80%> <WRAP center round info 80%>
-If Carl has a Bab of 8 and a 14 Dex and no other conditions or bonuses; his Defencse (AC) would be a 20.+If Carl has a [[priority:prowess|Prowess]] of 8 and a 14 Dex and no other conditions or bonuses; his Defencse (AC) would be a 20.
 </WRAP> </WRAP>
  
 <WRAP Round Box> <WRAP Round Box>
-**Defense = 10+ BaB + Dex + Talents + Conditions + Circumstance**+**Defense = 10+ [[priority:prowess|Prowess]] + Dex + Talents + Conditions + Circumstance**
 </WRAP> </WRAP>
  
Line 86: Line 86:
 == Minimum Damage == == Minimum Damage ==
 <WRAP round box> <WRAP round box>
-If penalties reduce the damage result to less than 1, a hit still deals **1 point of nonlethal damage**.+If penalties reduce the damage result to less than 1, a hit still deals **1 point of [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]]**.
 </WRAP> </WRAP>
  
Line 309: Line 309:
  
   * **Ineffective Weapons:** Some weapons cannot damage certain objects   * **Ineffective Weapons:** Some weapons cannot damage certain objects
-  * **Immunities:** Objects are immune to nonlethal damage and most critical hits+  * **Immunities:** Objects are immune to [[game_systems:combat:health#non-lethal_damage|Non-Lethal damage]] and most critical hits
   * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP   * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP
   * **Vulnerabilities:** Some attacks deal double damage and ignore hardness   * **Vulnerabilities:** Some attacks deal double damage and ignore hardness
-  * **Damaged Objects:** Still function (with broken condition) until 0 HP; can be repaired via Craft or spells (e.g., *make whole*, *mending*)+  * **Damaged Objects:** Still function (with broken condition) until 0 HP; can be repaired via[[priority:skills:craft|Craft]] or spells (e.g., *make whole*, *mending*)
  
 == Saving Throws == == Saving Throws ==
Line 368: Line 368:
 <WRAP round box> <WRAP round box>
 == Acid == == Acid ==
-Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistences reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken.+Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistances reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken. 
 + 
 +Acid damage is highly effective against armor. Instead of reducing the damage dice; increase the damage dice. A d6 would instead become a d8 when affecting a target with any remaining AP (Armor Points)
 </WRAP> </WRAP>
  
Line 381: Line 383:
 == Fire == == Fire ==
 Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage. Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage.
 +
 +Fire damage is highly ineffective against armor. Instead of increasing the damage dice; decrease the damage dice. A d6 would instead become a d4 when affecting a target with any remaining AP (Armor Points)
 </WRAP> </WRAP>
  
Line 386: Line 390:
 <WRAP round box> <WRAP round box>
 == Cold == == Cold ==
-Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground imediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be incontact with another solid surface.)+Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground immediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be in contact with another solid surface.)
 </WRAP> </WRAP>
  
Line 392: Line 396:
 <WRAP round box> <WRAP round box>
 == Sonic == == Sonic ==
-Sonic damage is extremely effective against most objects. Any rigid or crystaline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystaline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps.+Sonic damage is extremely effective against most objects. Any rigid or crystalline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystalline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps
 + 
 +Sonic damage is highly effective against armor. Instead of reducing the damage dice; increase the damage dice. A d6 would instead become a d8 when affecting a target with any remaining AP (Armor Points). The damage is not double unless the armor is unattended.
 </WRAP> </WRAP>
  
Line 429: Line 435:
 <WRAP 100% round box> <WRAP 100% round box>
 == Unholy == == Unholy ==
-Unholy damage is hate, lothing and evil manifest. Unholy damage allows the user to have it dissapate without dealing damage to Undead, Evil Outsiders and Evil Dragons.+Unholy damage is hate, loathing and evil manifest. Unholy damage allows the user to have it dissipate without dealing damage to Undead, Evil Outsiders and Evil Dragons.
  
 </WRAP> </WRAP>
Line 454: Line 460:
 <WRAP round box> <WRAP round box>
 As mentioned in the previous Tip. Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent. As mentioned in the previous Tip. Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.
 +</WRAP>
 +
 +<WRAP center round info 90%>
 +Any creature with in threatened range they are treated as "Engaged". An Engaged creature must spend a Half Action in order to 5ft adjust outside of threatened range. A creature may freely 5ft adjust within the threatened reach of the foe without provoking an Attack of Opportunity
 </WRAP> </WRAP>
 ====Speed==== ====Speed====