Drinking & Dragons

User:Askewnotion/FistFulla6/Combat

From Drinking and Dragons
Revision as of 03:37, 7 September 2008 by >Askewnotion

This is the basic layout of the events that will happen in combat and things that need to be known to successfully run a fight.

HP

HP is short for Hit Points. This is the lifeblood that keeps your character alive in combat. As you lose HP, your ability to perform at full capacity diminishes.

On the second page of the character sheet, at the bottom, is your HP track. Your available HP is calculated by counting from top to bottom, left to right. For example, having 23 HP would give you 5 full rows and a 0, -2, and -4 HP dot.

If you have a dot filled in at a row with a negative modifier, all rolls you make suffer that penalty.

If you are brought below 0 HP due to lethal damage you are dying. If you are brought below 0 HP due to non-lethal damage you are unconscious.

  • Dying – Your damage overflow is equal to your build save. During your turn you make a stabilization check (a build save without the -6 wound penalty) with a TN equal to your negative HP. If you succeed, you lose no further HP and are stabilized. If you fail, you lose 1 HP and must roll the save again next round.
  • Unconsciousness – You regain HP as per resting while unconscious (roll BODY + CONSTITUTION for every hour of rest for non-lethal damage, every six hours for lethal damage.)

Actions

The number of actions a character can take each round is limited by the amounf of Action Points (AP) they possess. All characters start with 1 AP, and this value can be increased through traits, magic, and MagiTek grafts.

Table: AP cost

Action AP cost Description
Activate an Item (spellcraft) 1AP An item that requires a spellcraft check to activate takes 1AP. If the item relies on a command word, it is a free action to activate the item.
Attack 1AP The act of swinging your weapon or releasing a projectile.
Cast special Casting most spells are a FR action. Specific spells take longer to cast and some traits can reduce the time it takes to cast a spell.
Charge Full Round (FR) This is a combination of the run and attack action.
Control Mount 1AP The act of making your mount change it's current actions or having it attack an individual.
Draw Item 1AP This is the act of drawing an item or weapon. Projectile weapons already have this figured into their load value.
Drink/Use Potion 1AP The act of applying a potion to your skin or imbuing it.
Move Free Action (FA) A character can move up to it's speed as a free action once every round.
Open/close Object 1AP This includes opening or closing an object that does not take much force.
Run Full Round (FR) You move your speed + run skill in a straight line.
Stand From Prone special You may either spend 1AP or your movement for that round to stand from prone.
Use Skill varies Depending on the circumstance, skills can range from free actions to taking hours per check.