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kismet_s_combat_and_gear_101 [2021/11/26 13:30] kismet [Magical Qualities] |
kismet_s_combat_and_gear_101 [2021/11/26 13:39] kismet [Defense] |
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**Make an attack** | **Make an attack** | ||
+ | |||
Without input from you, your character spends their round making attacks (melee or ranged). The success of your attack depends on several factors and is rolled against a difficulty equal to your opponent’s armor class. | Without input from you, your character spends their round making attacks (melee or ranged). The success of your attack depends on several factors and is rolled against a difficulty equal to your opponent’s armor class. | ||
**Use a feat** | **Use a feat** | ||
+ | |||
In addition to attacks, you can activate a combat feat (//rush//, //precise strikes//, etc.). You can activate one such feat per round. There is a cooldown before you can use the feat again against the same target. | In addition to attacks, you can activate a combat feat (//rush//, //precise strikes//, etc.). You can activate one such feat per round. There is a cooldown before you can use the feat again against the same target. | ||
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**Cast a spell** | **Cast a spell** | ||
+ | |||
When you cast a spell, you spend the entire round doing so. This means your character loses any attacks it may otherwise have taken. Most spells have a casting time of one round, which means they activate in the same round that you cast them. Some spells are delayed, which means they activate in the following round. The success of your spell depends on several factors and is rolled against a difficulty equal to your opponent’s relevant save. | When you cast a spell, you spend the entire round doing so. This means your character loses any attacks it may otherwise have taken. Most spells have a casting time of one round, which means they activate in the same round that you cast them. Some spells are delayed, which means they activate in the following round. The success of your spell depends on several factors and is rolled against a difficulty equal to your opponent’s relevant save. | ||
**Use an item** | **Use an item** | ||
+ | |||
Some items allow you to cast a spell (scrolls, wands, etc.) or perform a spell-like ability. This normally means you forgo your other attacks that round. | Some items allow you to cast a spell (scrolls, wands, etc.) or perform a spell-like ability. This normally means you forgo your other attacks that round. | ||
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- | ==== Melee and ranged attacks: ==== | + | ==== Melee and ranged attacks ==== |
When you make a melee or ranged attack, the system makes a hidden roll of your total attack bonus + a randomized component, which is usually a random number between 1-20, also known as 1d20. It then compares this to the armor class of your opponent. | When you make a melee or ranged attack, the system makes a hidden roll of your total attack bonus + a randomized component, which is usually a random number between 1-20, also known as 1d20. It then compares this to the armor class of your opponent. | ||
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**Let' | **Let' | ||
+ | |||
Your //base attack bonus (aka BAB)// depends on your class and level and can be viewed by typing //< | Your //base attack bonus (aka BAB)// depends on your class and level and can be viewed by typing //< | ||
- | Your //stat// can be viewed by typing //< | + | Your //stat// can be viewed by typing //< |
- | Your //stat modifier// is strength for melee weapons (swords, axes, etc.) and dexterity for ranged weapons (bows, pistols, etc.). The feat //weapon finesse// allows you to use dexterity instead of strength with certain weapons (//<help weapon finesse>// | + | The stats used are strength for melee weapons (swords, axes, etc.) and dexterity for ranged weapons (bows, pistols, etc.). The feat //weapon finesse// allows you to use dexterity instead of strength with certain weapons (//<help weapon finesse>// |
There is a small penalty for every attack made in one round after the first. Environmental factors may also lower the effectiveness of your attacks. Additionally, | There is a small penalty for every attack made in one round after the first. Environmental factors may also lower the effectiveness of your attacks. Additionally, | ||
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* Stat modifier | * Stat modifier | ||
* Additional attack bonuses provided by gear, spells, and feats | * Additional attack bonuses provided by gear, spells, and feats | ||
- | * 1d20 | ||
Touch attacks (//shocking grasp//, etc.) depend on strength, while ranged attacks (//ray of enfeeblement//, | Touch attacks (//shocking grasp//, etc.) depend on strength, while ranged attacks (//ray of enfeeblement//, | ||
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=== Saves === | === Saves === | ||
- | Your ability to resist magic effects and combat maneuvers are represented by your saves, also known as saving throws. Some classes have strong and weak saves, as detailed in the help file for each class. | + | Your ability to resist magic effects and combat maneuvers are represented by your saves, also known as saving throws. Some classes have strong and weak saves, as detailed in the help file for each class. When a saved is rolled, the game adds a random component, usually //1d20//. |
**Your total amount can be seen with //< | **Your total amount can be seen with //< | ||
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* Relevant stat modifier | * Relevant stat modifier | ||
* Any bonuses from feats, spells, and equipment | * Any bonuses from feats, spells, and equipment | ||
- | * 1d20. | ||
**There are three types of saves:** | **There are three types of saves:** | ||
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* Use an identify spell to determine specifics. | * Use an identify spell to determine specifics. | ||
* Find a wizard willing to cast identify on your item. An NPC wizard can be found wandering around Tabor. | * Find a wizard willing to cast identify on your item. An NPC wizard can be found wandering around Tabor. | ||
- | * Use the //< | + | * Use the //< |
- | + | ||
- | === Magic Qualities === | + | |
Once you have successfully identified a magical item, you can see its base enchantment represented with a number after the item's name, like so: | Once you have successfully identified a magical item, you can see its base enchantment represented with a number after the item's name, like so: | ||
- | **A black horned helmet +3** | + | * //A black horned helmet +3// |
The //+3// tells me that the helmet will increase my armor class by an additional 3 points, to a total of +6. | The //+3// tells me that the helmet will increase my armor class by an additional 3 points, to a total of +6. | ||
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// | // | ||
- | //**Helpful Hint:** Some items also have additional hidden bonuses that trigger on occasion. You will have to discover these during combat. Some items have a trigger word that produces a magical effect. You can usually find hints to this via //< | + | //**Helpful Hint:** Some items also have additional hidden bonuses that trigger on occasion. You will have to discover these during combat. Some items have a trigger word that produces a magical effect. You can usually find hints to this via //< |
//**Helpful Hint:** Some magic items are cursed! If identify reveals that I have a //black horned helmet -3//, that means it is cursed and will decrease my armor class by 3 points. If you wear a cursed item, you will need to find a church where you can have the curse removed. If you cannot identify an item, you can also get it checked for curses at the church before you wear it.// | //**Helpful Hint:** Some magic items are cursed! If identify reveals that I have a //black horned helmet -3//, that means it is cursed and will decrease my armor class by 3 points. If you wear a cursed item, you will need to find a church where you can have the curse removed. If you cannot identify an item, you can also get it checked for curses at the church before you wear it.// | ||
- | === Wearing and Stacking | + | === Equipment Slots === |
- | + | ||
Each character has a total of 8 main equipment slots, which can be listed by typing //< | Each character has a total of 8 main equipment slots, which can be listed by typing //< |