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| game_systems:combat [2025/05/02 18:21] – reon | game_systems:combat [2025/12/15 06:10] (current) – [Critical Hits] reon | ||
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| Overview of most rules relating to combat. These rules are meant to provide a framework for combat engagements. Real fights are far more complex and cannot be put into such boxes. However with some descriptive interactions and find "the best fit" most options will fall into these categories. Exceptions always exist and an acceptable outcome should be discussed as a group. The GM as always has final say when rules questions arise. The point of combat is to drive engaging game play and story telling. Asking if you can do a backflip off a wall and slice a goblin in half is fun and encouraged, even if little combat advantage or ruling is required. | Overview of most rules relating to combat. These rules are meant to provide a framework for combat engagements. Real fights are far more complex and cannot be put into such boxes. However with some descriptive interactions and find "the best fit" most options will fall into these categories. Exceptions always exist and an acceptable outcome should be discussed as a group. The GM as always has final say when rules questions arise. The point of combat is to drive engaging game play and story telling. Asking if you can do a backflip off a wall and slice a goblin in half is fun and encouraged, even if little combat advantage or ruling is required. | ||
| - | ====Combat Actions==== | + | =====Combat Actions===== |
| - | [[~: | + | *[[~: |
| Combat actions are a basic overview of how long things take to perform in combat; from drinking a potion, casting a spell, attacking a foe or even attempting to surrender! Many actions leave one open for Attacks of Opportunity, | Combat actions are a basic overview of how long things take to perform in combat; from drinking a potion, casting a spell, attacking a foe or even attempting to surrender! Many actions leave one open for Attacks of Opportunity, | ||
| - | ====Combat Maneuvers==== | + | =====Combat Maneuvers===== |
| - | [[~: | + | *[[~: |
| Combat Maneuvers or almost any action taken in combat that don't fall into using a talent, attacking or casting a spell. Things like grabbing a foe, tripping them, or dragging them to a new location will be found here. | Combat Maneuvers or almost any action taken in combat that don't fall into using a talent, attacking or casting a spell. Things like grabbing a foe, tripping them, or dragging them to a new location will be found here. | ||
| - | ====Status Conditions==== | + | =====Status Conditions===== |
| - | [[~:Status Conditions]] | + | *[[~:Status Conditions]] |
| Status Conditions are lingering effects on a character but rarely permanent. They can last a few rounds or even hours, but generally you get better. This covers both negative and positive conditions, like being slowed down by ice or bolstered by an ally. | Status Conditions are lingering effects on a character but rarely permanent. They can last a few rounds or even hours, but generally you get better. This covers both negative and positive conditions, like being slowed down by ice or bolstered by an ally. | ||
| - | ====Damage==== | + | =====Damage===== |
| - | [[~: | + | *[[~: |
| + | Damage comes in many forms. Be it the cutting edge of an axe, the fiery doom of a spell, or the rippling evil of a cursed temple. | ||
| + | =====Health===== | ||
| + | *[[game_systems: | ||
| + | Health is reduced when taking damage. Not all forms of Health are negatively affected only by damage. Other sources might affect a characters heath, such as disease, poison, or curses. | ||
| + | |||
| + | =====Environment===== | ||
| + | *[[game_systems: | ||
| + | |||
| + | This covers Environmental effects such as Falling, Debris, and Anything else not caused directly by a Spell or Effect. | ||
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| + | =====Critical Hits===== | ||
| + | *[[game_systems: | ||
| + | |||
| + | This covers how to score a critical hit and resolve it. | ||
| + | |||
| + | =====Types of Weapons===== | ||
| + | *[[game_systems: | ||
| + | |||
| + | This covers different classifications of weapons including manufactured Weapons, Rays, Melee Touch Attacks and natural weapons. It also covers breaking weapons. | ||
