Post by The Grandmaster on May 1, 2018 22:22:19 GMT -5
Initiative:
Initiative is determined by rolling 1d20 plus any dexterity bonuses that a character has. In the event that there is a tie of initiatives, who goes first will be decided alphabetically. The same initiative is kept for the entire combat.
Attacking Physically:
A physical attack is first declared and then it is rolled. All physical attacks are rolled on a 1d20 and the applicable bonuses from statistics, abilities, and skills are added. The result is then compared against the defense score of the target (dexterity + 10 + any armor). In the event of a successful blow, then the damage is rolled.
The armors and weapons section should be read for further details as well as for how to roll damage; typically damage will be your weapon 1dx plus your one-half your strength. Martial artists may add one-half of their skill to their damage.
Attacking Magically:
A magical attack is rolled by rolling 1d20 plus any skill, statistic, and ability bonuses that a character has. The target will roll 1d20 plus one-half their power statistic and any ability bonuses against magical attack which cannot be physically avoided (E.g. sleep, or charm). Magical attacks which can be physically avoided, such as fireballs, are rolled against the defense score of the target. If the attack hits then either the effect takes hold or damage is rolled depending on the spell.
Magic damage is determined by multiplying the power of a character times the level of the spell being cast and adding in any extra damage that could be granted by abilities.
Taking Damage:
Damage is taking when a character's defenses fail them. The amount of damage taken is the damage dealt minus any soaks from armor, spells, or cover.
Incapacitation:
When a character reaches 0 hit points they are incapacitated and unconscious. While they can regain consciousness with time or a little healing, they will be at penalties - determined by the GM - to act until they are fully healed after being incapacitated.
Death:
A character dies when they reach -30 hit points. At this point a character can roll a 1d20 up to three times. If the character rolls 14 or higher twice, then they are barely alive at 1 HP and in need of immediate healing or they could die again.
Initiative is determined by rolling 1d20 plus any dexterity bonuses that a character has. In the event that there is a tie of initiatives, who goes first will be decided alphabetically. The same initiative is kept for the entire combat.
Attacking Physically:
A physical attack is first declared and then it is rolled. All physical attacks are rolled on a 1d20 and the applicable bonuses from statistics, abilities, and skills are added. The result is then compared against the defense score of the target (dexterity + 10 + any armor). In the event of a successful blow, then the damage is rolled.
The armors and weapons section should be read for further details as well as for how to roll damage; typically damage will be your weapon 1dx plus your one-half your strength. Martial artists may add one-half of their skill to their damage.
Attacking Magically:
A magical attack is rolled by rolling 1d20 plus any skill, statistic, and ability bonuses that a character has. The target will roll 1d20 plus one-half their power statistic and any ability bonuses against magical attack which cannot be physically avoided (E.g. sleep, or charm). Magical attacks which can be physically avoided, such as fireballs, are rolled against the defense score of the target. If the attack hits then either the effect takes hold or damage is rolled depending on the spell.
Magic damage is determined by multiplying the power of a character times the level of the spell being cast and adding in any extra damage that could be granted by abilities.
Taking Damage:
Damage is taking when a character's defenses fail them. The amount of damage taken is the damage dealt minus any soaks from armor, spells, or cover.
Incapacitation:
When a character reaches 0 hit points they are incapacitated and unconscious. While they can regain consciousness with time or a little healing, they will be at penalties - determined by the GM - to act until they are fully healed after being incapacitated.
Death:
A character dies when they reach -30 hit points. At this point a character can roll a 1d20 up to three times. If the character rolls 14 or higher twice, then they are barely alive at 1 HP and in need of immediate healing or they could die again.