DDSd20 Combat

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Every round of combat, a character gets a minor and major action. Powers will specify which action type they require in their description. Some powers will require both a minor and a major action to perform: this can also be called a full-round action.
 
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One can use a major action to perform a task that normally requires a minor action (such as when one is denied a minor action due to an ailment or when one wants to take two minor actions in one round) but cannot use a minor action to perform a task that requires a major action.
 
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There are four broad ways to spend actions: attacks, healing/defense, intercepts, and redirects.
 
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==Attacks==
 
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As the name implies, attacks are utilized to harm one's opponents. Most simply deal damage, though some also convey conditional effects to their targets as well.
 
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===Attack rolls===
 
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All attacks require attack rolls. There are two broad types of attacks; physical and magical. Each targets a corresponding physical or magical armor class (AC); if the result of the attack roll is equal to or above the AC of the target, the attack succeeds.
 
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===Damage===
 
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If an the attack roll of a damaging attack succeeds, the target takes damage.
 
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To determine the amount of damage, begin by rolling a damage die, the size of which is determined by a character's abilities. After that, add a modifier, again determine by a character's abilities. Most of the time, for a physical attack this will be the character's strength modifier, while for a magical attack it will be a character's intelligence modifier. Lastly, multiply the result by a multiplier determined by a combination of the character's abilities and the specific attack used.
 
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===Saving Throws===
 
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Sometimes, a successful attack will have additional effects if the target fails a saving throw. This can be extra damage, an ailment, or other effects as described by the power in question.
 
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When a save is called for, the target rolls a d20 and add a modifier based on his class abilities and ability scores. There are three types of saves:
 
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Fortitude--to resist effects that weaken or affect one's body, such as poison or transformation.
 
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Reflex--to resist effects that one can avoid through speed, such as snares and explosions.
 
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Will--to resist effects that affect one's mind, such as mental control or confusion.
 
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The difficulty class (DC) of these saving throws is determined by a combination of the attack and the character who performed the attack, and is typically equal to 10 + the multiplier of the attack that requires the save. The attack will make this explicit in its description. If the result of the target's saving throw is equal to or above the DC, the target resists the extra effect. Otherwise, the target takes the extra effect as described in the power description.
 
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===Elements===
 
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Attacks can have the following elements associated with them: fire, ice, force (wind), electricity, earth, holy, unholy, and allmighty. Excluding allmighty, characters can be resistant or weak to elements, which will increase or decrease their multipliers (and the resultant saving throw DCs if applicable).
 
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Allmighty attacks cannot be resisted (nor can they be a weakness). A typical allmighty attack will cost more HP or MP to perform than an elemental power of equivalent level.
 
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===Ailments===
 
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Attacks can cause additional effects other than damage. These are generally called ailments. See [[DDSd20 Ailments]] for more information.
 
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==Healing/Defenses==
 
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Healing and defense actions are taken to keep a combatant alive during combat by healing their wounds, reducing the damage they take from incoming attacks, or both.
 
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===Healing===
 
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When determining how much damage a healing effect heals, one follows a procedure similar to how one determines the damage done by an attack. Begin by rolling a healing die, the size of which is determined by a character's abilities. After that, add a modifier, again determine by a character's abilities. Most of the time, for a physical healing effect this will be the character's constitution modifier, while for a magical healing effect it will be a character's wisdom modifier. Lastly, multiply the result by a multiplier determined by a combination of the character's abilities and the specific attack used.
 
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===Damage Reduction===
 
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Defensive abilities sometimes apply a shielding effect that reduces the amount of damage dealt to the target by the next attack that hits it. When this happens, reduce the multiplier of the next successful attack by the amount indicated. This can reduce the multiplier to zero (and thus negate the attack in question) but not lower.
 
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==Intercepts==
 
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Intercepts are actions one takes that allows them to interrupt an action by an opponent, stopping it from affecting the intended target, causing the action to instead affect you. When using an intercept, choose a target--this is the character you will take the attack away from. Intercepts may have conditions for whether or not they work--for example, one may only be able to absorb the damage from a specific element with a given intercept power--or may work universally. Unless stated otherwise in the power description, an intercept only works once before the target is again open to attacks.
 
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Intercepts may also have additional effects when they are used, often healing or damage reduction for either the interceptor, the originally intended target, or the target whose ability was intercepted, as explained in individual power descriptions.
 
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If an intercept and a redirect would conflict with each other, the intercept takes priority (but does NOT remove the redirect if another ability that activates it should occur).
 
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==Redirects==
 
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Redirects are similar to intercepts, but instead of taking the effects of an attack for another character, you force another character to take the effects of a power instead of you. When using a redirect, the target you choose is who is affected instead of you. Like with intercepts, conditions may have to be met for the redirect to take effect. Most often, this is a specific element.
 
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===Reflections===
 
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Reflections are a specific subgroup of redirects. They are redirects that specifically turn the attack that would have struck you back to its source.
 

Current revision as of 21:04, 16 January 2011

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