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| game_systems:combat:combat_stats [2026/03/13 18:49] – hyperlinking nonlethal entry elfinlocks | game_systems:combat:combat_stats [2026/04/30 05:39] (current) – [Energy] reon | ||
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| == 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 [[game_systems: | + | If penalties reduce the damage result to less than 1, a hit still deals **1 point of [[game_systems: |
| </ | </ | ||
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| * **Ineffective Weapons:** Some weapons cannot damage certain objects | * **Ineffective Weapons:** Some weapons cannot damage certain objects | ||
| - | * **Immunities: | + | * **Immunities: |
| * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP | * **Magical Items:** +1 enhancement = +2 Hardness, +10 HP | ||
| * **Vulnerabilities: | * **Vulnerabilities: | ||
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| <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 | + | 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 |
| + | |||
| + | 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) | ||
| </ | </ | ||
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| == 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, | 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, | ||
| + | |||
| + | 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) | ||
| </ | </ | ||
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| <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 | + | 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 |
| </ | </ | ||
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| <WRAP round box> | <WRAP round box> | ||
| == Sonic == | == Sonic == | ||
| - | Sonic damage is extremely effective against most objects. Any rigid or crystaline | + | Sonic damage is extremely effective against most objects. Any rigid or crystalline |
| + | |||
| + | 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. | ||
| </ | </ | ||
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| <WRAP 100% round box> | <WRAP 100% round box> | ||
| == Unholy == | == Unholy == | ||
| - | Unholy damage is hate, lothing | + | Unholy damage is hate, loathing |
| </ | </ | ||
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| <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 center round info 90%> | ||
| + | Any creature with in threatened range they are treated as " | ||
| </ | </ | ||
| ====Speed==== | ====Speed==== | ||
