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Flamepunk: Combat and Conflict
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===Special Effects and Non-Injuring attacks=== In addition to just doing damage, some attacks will inflict special effects. Sometimes this will be explicit from the rules. For example, for every six on the (post-defence) attack roll an '''Excruiator Whip''' removes one dice from the target's action dice pool. Sometimes, though, special effects will be a consequence of what the player is trying to do, or a product of the environment. For example, rather than aiming to just kick an enemy, a character could try to kick that enemy off the edge of a cliff. Generally, achieving a special effect is more difficult than just dealing damage. The GM should reprsent this by adding to the Dodge Defence of the attack. '''Examples:''' * Sweeping someone at the legs so they fall over as well as receive damage (and will need an automatic 1 dice action to stand again): +1 Dodge Defence. * Knocking a sword out of someone's hand rather than injuring them: +2 Dodge Defence. * Throwing sand in someone's eyes so they lose the rest of their action dice (but dealing no damage): +2 Dodge Defence. * Stabbing someone's wrist so they are injured AND drop their weapon: +3 Dodge Defence. * Blinding someone by sticking your fingers in their eyes, AND damaging them: +3 Dodge Defence. * Carving a "Z" on someone's vest without cutting them: +4 Dodge Defence. GMs are encouraged to play loosely with these rules, and use the following guidelines: * If what a player is doing is fun or cinematic, or plays off the specific combat situation in a cool way, err on the side of low increases in Dodge Defence. * If a player is just angling for an extra advantage, or has used the same trick before in the same combat, err on the side of high increases in Dodge Defence. You can justify higher Dodge Defence bonuses by saying that an enemy is prepared for that trick now you've done it once already, or by saying that getting the advantage that the player is seeking is harder and less straightforward and effective than just trying to drop their opponent. <br><br>
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