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Ogre:CharacterCodex:Combat:Modifiers
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===Cover=== Cover provides a bonus to Defense. The more cover a character has, the bigger the bonus. In a melee, if a character has cover against an opponent, that opponent probably has cover against the character, too. With ranged weapons, however, it’s easy to have better cover than the opponent. ====Degree of Cover==== Cover is assessed in subjective measurements of how much protection it offers. The GM determines the value of cover. This measure is not a strict mathematical calculation, because a character gains more value from covering the parts of his or her body that are more likely to be struck. If the bottom half of a character’s body is covered, that only gives one-quarter cover, because most vital areas are still fully exposed. If one side or the other of a character’s body is covered, the character gets one-half cover. '''One-tenth:''' Mostly provided by shields. '''One-quarter:''' Standing behind a 3-ft. high wall. Behind a creature of smaller size '''One-half:''' Fighting from around a corner or a tree. Standing at an open window. Behind a creature of same size. '''Three-quarters:''' Peering around a corner or a big tree. Behind a creature of bigger size. '''Nine-tenths:''' Standing at an arrow slit. Behind a door that’s slightly ajar. '''Total:''' On the other side of a solid wall. It is normally impossible to target someone with total cover unless you find a way to avoid the cover like shooting through a door hoping to hit the person behind or shoot high in the sky with a bow so that the arrow will end on the other side of a wall. Doing so incurs listed penalty, otherwise simply rules the attack as impossible. '''Defense Modifier:''' Cover gives the Defense bonuses for different degrees of cover. Add the relevant number to the character’s Defense. Cover bonus are not cumulative. '''Area Defense Modifier:''' Cover gives the a different Defense bonus against area attack. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover. '''Hide Modifier:''' You need cover to hide and the more you have, the easier it is to hide. {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" !Degree of Cover !Defense !Area Defense !Hide |- | One-tenth | +1 | 0 | -8 |- | One-quarter | +2 | +1 | -4 |- | One-half | +4 | +2 | 0 |- | Three-quarters | +8 | +4 | +4 |- | Nine-tenths | +16 | +8 <sup>1</sup> | +8 |- | Total | +32 | +16 <sup>1</sup> | +16 |} <sup>1</sup> Half damage if attack is successful; no damage if the attack is a failure. ====Striking the Cover Instead of a Missed Target==== If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target, the GM should determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. This can be particularly important to know in cases when a character uses another character as cover. In such a case, if the cover is struck and the attack roll exceeds the Defense of the covering character, the covering character takes the damage intended for the target. If the covering character has a Dexterity bonus to Defense or a dodge bonus, and this bonus keeps the covering character from being hit, then the original target is hit instead. The covering character has dodged out of the way and didn’t provide cover after all. A covering character can choose not to apply his or her Dexterity bonus to Defense and/or his or her dodge bonus, if the character so desires.
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