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 reduce the magnitude of hits against you, but there are numerous different special effects with different abilities and equipment. | * Some effects (most notably armor) will affect the damage of hits against you. The most common effect will be to reduce the magnitude of hits against you, but there are numerous different special effects with different abilities and equipment. | ||
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Donning an item of armour, clothing or other worn item is is an automatic action that costs 3 dice. | Donning an item of armour, clothing or other worn item is is an automatic action that costs 3 dice. | ||
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===Cover=== | ===Cover=== | ||
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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 | + | Smart characters use armour. |
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===Special Effects and Non-Injuring attacks=== | ===Special Effects and Non-Injuring attacks=== | ||
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* [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]] | * [[Flamepunk: Expanded Damage Rules|Expanded Damage Rules]] | ||
− | * [[Flamepunk: Social Combat|Social | + | *[[Flamepunk: Social Combat|Social Combat]] |
− | + | *[[Flamepunk: Action Scenes|Action Scenes]] | |
− | * [[Flamepunk: Action Scenes|Action Scenes]] | ||
− | * [[Flamepunk: Technology and Weaponry|Technology and Weaponry]] | + | *[[Flamepunk: Technology and Weaponry|Technology and Weaponry]] |
− | * [[Flamepunk: Magic and Elementalism|Magic and Elementalism]] | + | *[[Flamepunk: Magic and Elementalism|Magic and Elementalism]] |
* [[Flamepunk: Physical Traits|Physical Traits]] | * [[Flamepunk: Physical Traits|Physical Traits]] |