Editing Flamepunk: Combat and Conflict
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Other factors may apply: | Other factors may apply: | ||
− | * Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the | + | * Some attacks (especially from weapons) have special effects that increase the damage on a successful hit. The most common effects will be ''"if this attack hits, add +X to the damage"'' or ''"if this attack hits, multiply damage dealt by X"'', but there are many different special effects depending on the attack. |
− | * Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be to | + | * Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be ''"when an attack hits you, deduct X from the damage dealt, to a minimum of 0 damage dealt"'', but there are numerous different special effects with different abilities and equipment. |
Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances. | Damage is applied directly to the receiving character's wound points. When a character is reduced to 0 Wounds, he has been taken out of action. Usually this means death, but the GM can alter this according to dramatic circumstances. | ||
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* ''Gone'' is gone. You're not even in the same battle. | * ''Gone'' is gone. You're not even in the same battle. | ||
− | It takes a single successful | + | It takes a single successful action to move one step distance relative to someone. The ''Hit Target'' of this check is usually the default (5 or 6), and the Defence of this check depends on the circumstances (for example a clear road has no defence, while a rubble strewn ruin might count as taking off two of your rolled dice). |
A failure on a move action indicates that though you are on the move, you haven't gone far enough to change the range step on this action. | A failure on a move action indicates that though you are on the move, you haven't gone far enough to change the range step on this action. | ||
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To aim an attack, you must select your target and spend 3 dice as an automatic action. Then, as long as you don't take any other action (even a reflexive action), and don't lose sight of your target, you are considered to have ''aimed''. | To aim an attack, you must select your target and spend 3 dice as an automatic action. Then, as long as you don't take any other action (even a reflexive action), and don't lose sight of your target, you are considered to have ''aimed''. | ||
− | The next attack you make against that target is an ''aimed attack''. Aimed attacks are exactly the same as normal attacks, but you can choose to | + | The next attack you make against that target is an ''aimed attack''. Aimed attacks are exactly the same as normal attacks, but you can choose to reroll any number of dice after the roll, but before defence is applied. |
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===No Stacking Defences=== | ===No Stacking Defences=== | ||
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Essentially, this means that if someone attacks you, you can dodge, or you can parry, or you can use another defence, but you can't do more than one of those things. Also, you can't "stack" the same defence - you can't, for example, declare three dodges against a single attack. | Essentially, this means that if someone attacks you, you can dodge, or you can parry, or you can use another defence, but you can't do more than one of those things. Also, you can't "stack" the same defence - you can't, for example, declare three dodges against a single attack. | ||
− | Note that some paths to avoiding injury don't count as reflexive actions, so can be used freely. Armour, for example, takes no action to use, so will reduce damage in addition to any defence you use. | + | Note that some paths to avoiding injury don't count as reflexive actions, so can be used freely. Armour, for example, takes no action to use, so will reduce damage in addition to any defence you use. |
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− | + | Smart characters will look out for these "non-action protections" and use them. | |
− | + | Smart characters use armour. | |
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+ | ===Damage Special Effects=== | ||
===Fighting to Subdue=== | ===Fighting to Subdue=== | ||
− | + | ===Non-injuring attacks=== | |
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==Pages Related to this Topic:== | ==Pages Related to this Topic:== | ||
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* [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]] | * [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]] | ||
− | + | [[Category:Flamepunk]] | |
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− | [[Category:Flamepunk |