Drinking & Dragons

User:Askewnotion/FistFulla6/Combat

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< User:Askewnotion‎ | FistFulla6
Revision as of 14:34, 6 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 1AP
Attack 1AP
Cast Full Round (FR)
Charge Full Round (FR)
Control Mount 1AP
Draw Item 1AP
Drink Potion 1AP
Move Free Action (FA)
Open/close Object 1AP
Run Full Round (FR)
Stand From Prone special
Use Skill varies