Combat: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
Line 32: | Line 32: | ||
{{:Surprise}} | {{:Surprise}} | ||
== | == Types of Actions == | ||
Each round during combat, a character gets a single standard action, a move action and a swift action, as well as one or more free actions. In addition, some characters can use immediate actions to perform a limited action outside of their own turn. These basic action types can be combined or used as described below, leading to a total of eight basic action types: | |||
{{:Full-Round Action}} | |||
{{:Full Attack Action}} | |||
{{:Standard Action}} | |||
{{:Move Action}} | |||
{{:Difficult Terrain}} | {{:Difficult Terrain}} | ||
Line 45: | Line 49: | ||
{{:Blocked Terrain}} | {{:Blocked Terrain}} | ||
{{:Part of a Move Action}} | |||
{{:Swift Action}} | |||
{{:Immediate Action}} | |||
{{:Attack of Opportunity}} | |||
{{:Free Action}} | |||
==Hierarchy of Actions== | |||
* A standard action may be converted down to a single move action or a single swift action. | |||
* A move action may be converted down to a single swift action, but it cannot be converted up to a standard action (even if combined with another action, like a swift). | |||
* Swift actions, free actions, immediate actions, and attacks of opportunity cannot be converted into any other type of action. | |||
An easy way to remember this is that a '''standard action''' is greater than a '''move action,''' which is greater than a '''swift action'''. You can trade down, but you can't trade up. | |||
==Attacking While Moving== | |||
Some attacks occur as a component of movement, either your own or someone else's, and the rules for targeting creatures during these attacks are different from normal attacks. | |||
If your attack includes a movement component (e.g., [[Charge]], the Brawler's Jab, or [[Spring Attack (Feat)]], etc.), you must have line of sight to your target from your '''initial''' square, before you begin the action. These actions cannot be initiated unless you have a valid target before you begin the action. You cannot initiate a spring attack against a creature around a corner and out of sight, unless you have some means sensing the creature through the intervening walls. | |||
If your attack is triggered by someone else's movement (e.g., attacks of opportunity, a fighter's Challenge, etc.), you only have to have line of sight to your target when they are in the square into which you wish to make your attack. To continue the above analogy, a rogue ''could'' make an attack of opportunity after the troll comes around the corner and leaves a threatened square. | |||
This means that a creature with total cover or total concealment cannot be targeted with an attack that contains a movement component, or an attack caused by movement (unless you have a specific ability which allows otherwise). While you are allowed to attack into a square where you think a totally concealed creature might be (albeit with a 50% miss chance), you even attempt it if the attack includes a movement component. | |||
{{:Fighting Defensively}} | |||
{{:Total Defense}} | |||
{{:Charge}} | |||
{{:Stance}} | |||
{{:Aid Another}} | |||
{{:Assist}} | |||
==How to Hit Things== | |||
When it is your turn in a combat, you can only attack a creature which is within the reach, or within range, of your weapon, ability, spell, or other attack. Most melee weapons (like a sword) can only attack figures you are adjacent to. [[Reach (Quality)|Reach weapons]] are melee weapons that grant the ability to attack creatures two or more squares away, though often at the cost of not being able to attack adjacent creatures (unless it has [[Inclusive Reach (Quality|inclusive]] reach). Most ranged weapons, either thrown weapons (like a spear) or projectile weapons (like a bow) have a range increment listed. You can attack enemies far away with a ranged weapon, but the further you are, the harder it is to hit. Melee weapons never take a penalty to-hit due to range, even if they have a lot of reach. | |||
Each square on the combat board is considered to be five feet across. it is pretty much interchangeable to talk about distance in terms of feet or squares, at five to one. So a thirty foot range is the exact same as a six square range. | |||
Once you have determined that your target is within your reach or range, or you have moved to a position where this is true, you may use a standard action to make a single attack, or you may use a standard action plus a move action to make a 'full' attack. IE, you stand there and just go nuts on the guy. The higher level you are, the more attacks you get in a full attack action, so this is a good way to do more damage, assuming you can get your target to stand still for you. | |||
When fighting size Large or larger foes, you can choose which square of their space within your reach to target once per round. This usually doesn't matter, but it is important for some feats, such as [[Cleave (Feat)]] or [[Darting Viper (Feat)]], when it is important to determine what foes, if any, are adjacent to the foe you are attacking. Which space you attack within a foe never has any impact on whether or not you are threatening a space, that depends solely upon your weapon and your reach. | |||
===Attack Roll=== | ===Attack Roll=== | ||
An | An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your attack roll is greater than ''or equal to'' the Armor Class of the enemy you are attacking, you have scored a hit, and it's time to resolve your damage. | ||
:<h4>Automatic Misses and Hits</h4> | |||
:A natural 1 (the d20 comes up 1) on an | : A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat - a possible critical hit. | ||
:<h3>Melee Attack Bonus</h3> | |||
:Your attack bonus with a '''melee''' weapon is: | :Your attack bonus with a '''melee''' weapon is: | ||
Line 94: | Line 111: | ||
</div> | </div> | ||
:<h3>Ranged Attack Bonus</h3> | |||
:Your attack bonus with a '''ranged weapon''' is: | :Your attack bonus with a '''ranged weapon''' is: | ||
Line 103: | Line 120: | ||
</div> | </div> | ||
::<h4>Base Attack Bonus</h4> | |||
::<h4>Range Penalty</h4> | |||
Line 126: | Line 141: | ||
: <h4>Increased Threat Range</h4> | |||
: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. For example: | |||
:Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. For example: | |||
Line 134: | Line 148: | ||
: <h4>Increased Critical Multiplier</h4> | |||
: Some weapons deal better than double damage on a critical hit (see also, Equipment). For example: | |||
:Some weapons deal better than double damage on a critical hit (see also, Equipment). For example: | |||
Line 148: | Line 161: | ||
: If a spell, ability, or effect increases your existing critical multiplier, it is always additive to the multiplier, increasing it by 1 step. It is never multiplicative (e.g. if an effect says it doubles your x3 multiplier, the multiplier is simply increased to x4; it is NOT increased to x6). | |||
:<h4>Spells and Critical Hits</h4> | |||
:A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit. | :A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit. If a spell causes ability damage or drain (see Special Abilities), the damage or drain is doubled on a critical hit. | ||
:<h4>Combat Maneuvers and Critical Hits</h4> | |||
: Combat maneuvers cannot critically hit. However, in many cases, an exceptionally high [[Maneuver Offense]] result will provide greater effect than one that merely equals the target creature's [[Maneuver Defense]] value. | |||
{{:Splash Weapons}} | {{:Splash Weapons}} | ||
Line 174: | Line 192: | ||
As a rule of thumb, most timescales out of combat are left to the GM to define and resolve, while most timescales within combat are laid out in terms of the actions that can be accomplished within them. For purposes of the game rules, there are no 'seconds' or 'pulses' or any other odd thing. | As a rule of thumb, most timescales out of combat are left to the GM to define and resolve, while most timescales within combat are laid out in terms of the actions that can be accomplished within them. For purposes of the game rules, there are no 'seconds' or 'pulses' or any other odd thing. | ||
For clarity, all such timescales that are possible within Epic Path are laid out in the table below: | For clarity, all such timescales that are possible within Epic Path are laid out in the table below: |