Ogre:CharacterCodex:Combat

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Combat[edit]

This section describe all the rules to be use to resolve combat in the game.

  1. Combat Statistics
  2. Combat Sequence
  3. Combat Exhaustion
  4. Combat Modifiers
  5. Combat Maneuver
  6. Injuries and Death

Combat Statistics[edit]

This section summarizes the statistics that determine success in combat, and then details how to use them.

Attack Roll[edit]

An attack roll represents your attempt to strike your opponent on your segment in a combat. When you make an attack roll, you roll a d20 and add your Combat or Martial Art skill bonus appropriate to the attack you attempt. If your result equals or beats the target’s appropriate Resistance for your attack, you hit and deal damage.

Damage[edit]

When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Damage reduces a target’s current hit points first and then Constitution skill if there is no more hit points left. Most opponents will surrender when they are below 1 hit points.

Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage. Strength Bonus: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.

Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus.

Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.

Ability Damage: Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).

Damage Threshold[edit]

If you ever sustain a SINGLE attack that deals more than your Fortitude resistance in damage, you suffer severe trauma from the blow even if you still have hit points left. You lose Constitution points equal to the hit damage - your Fortitude resistance.

Nonlethal Damage[edit]

Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, it only damage your hit points, but never your Constitution ability.

Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.

Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.

Damage Reduction[edit]

Your Damage reduction represents how well you can withstand a blow without being injured. You remove from damage you receive your damage reduction. Your Damage reduction is equal to your armor bonus + size base DR.

Hit Points[edit]

Your hit points are your ability to withstand blows without being seriously injured. Your hit points total is your (Health ranks + 2) * Racial health value. Every time you received damage, you subtract them from your current hit points. When your hit points total reaches 0, you lose Constitution points instead when injured. While at 0 hit points or below, you are disabled.

While disabled, you might lose consciousness because of the extreme pain you suffer. Each time you take an action or at every Long action (whichever is lower), you need to make a Constitution check DC 10 + your negative hit points score to stay conscious. If you failed your check, your unconscious. If you succeed, you manage to stay conscious. On a total success, you stabilize and do not need to do further check to stay conscious until you're hurt again, but you are still disabled.

Temporary Hit Points: When you gain temporary hit points, note your current hit point total. When the temporary hit points go away your hit points drop to your current hit point total. If your hit points are below your current hit point total at that time, all the temporary hit points have already been lost and your hit point total does not drop further. When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.

Increases in Constitution or Health and Current Hit Points: An increase in your Constitution or Health skills, even a temporary one, can give you hit points (an effective hit point increase), but these are not temporary hit points. They can be restored and they are not lost first as temporary hit points are.

Reaction Time[edit]

Your Reaction Time determine the first segment in which you can act in a combat, so the lower the value, the better it is. Bonuses reduces the Reaction Time and penalties increase the Reaction Time.

The Reaction Time of a character is 10 - Dexterity Bonus if he is aware of his opponent.

The Surprised Reaction Time of a character is 20 - Dexterity Bonus if he is not aware of his opponent.

Target[edit]

A target is an opponent on which you have declare an attack that is not resolved yet. Attacks of opportunity are more easy to make on a target than on another opponent in a threaten square. (See Attack of Opportunity below)

Changing target: If for some reason you need to change target while attacking during a fight, you can do it, but incur a -4 penalty to your action. It also take at least one segment to change a target, this mean that you cannot change target on the segment you resolve your attack.

Threatened Squares[edit]

You threaten all squares into which you can make a melee attack, even when you are not doing any action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. (See Attack of Opportunity below) If you’re unarmed, you don’t normally threaten any squares and thus can’t make actions of opportunity.

Reach: If you have more reach than normal with a melee weapon for any reason(long weapon, size) you threaten all opponent within the reach of your attack. When in a threaten squares an opponent is automatically part of the melee even if not taking combat action.