This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
kismet_s_combat_and_gear_101 [2021/11/26 13:35] kismet [Melee and ranged attacks:] |
kismet_s_combat_and_gear_101 [2021/11/26 13:39] (current) kismet [Defense] |
||
---|---|---|---|
Line 71: | Line 71: | ||
**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, | ||
Line 92: | Line 93: | ||
* 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//, | ||
Line 146: | Line 146: | ||
=== 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 //< | ||
Line 152: | Line 152: | ||
* 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:** |