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player_s_guide_chapter_3 [2019/04/30 08:59]
triptycho [Damage Rolls]
player_s_guide_chapter_3 [2019/11/26 07:51] (current)
triptycho [Damage Rolls]
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 In the first round, each [[entity|entity]] that draws cards draws to their [[hand limit|Hand Limit]]. This value is typically 5 but may be modified by your starting Mind value and other effects. In the first round, each [[entity|entity]] that draws cards draws to their [[hand limit|Hand Limit]]. This value is typically 5 but may be modified by your starting Mind value and other effects.
  
-In subsequent rounds, you and each other entity that draws cards draw 1 card. Mind and other effects may increase or decrease this amount. Additionally,​ after drawing, ​you and each other entity moves each Stat Track counter //that did not move during the previous round// 1 slot closer ​to the base value. This is easiest to track by using 2 different counters for Stat Tracks. When Track is moved during around, swap the counter to denote this. Then, in this phase, ​after moving all the other tracks, swap the counters for any that moved back to the original.+In subsequent rounds, you and each other entity that draws cards draw 1 card; if you have no cards remaining to draw, instead shuffle your discard pile to reform your deck and do not draw a card. Mind and other effects may increase or decrease this amount ​(which may allow you to then draw card after shuffling your discard pile).
  
-For instancelet's say you have black and white counters for tracking stat positions. At the beginning of the scenario, you place black counters ​in your initial positionsDuring the first roundyour Power and Skill both go up 1, so you swap those counters with the white onesOn the next Draw Phase, you have no stat tracks ​to moveso you simply ​swap your Power and Skill counters back to the black ones.+After drawing, you and each other entity moves each Stat Track counter //that did not move during ​the previous round// 1 slot closer to the base value. This is easiest to track by using 2 different ​counters ​for Stat TracksWhen a Track is moved during around, swap the counter to denote thisThen, in this phase, after moving all the other tracks, swap the counters ​for any that moved back to the original.
  
-In the next round, your Power goes up again, so you swap that counter back to white; however, your Skill does not moveSo, in the following ​Draw Phase, you move the black Skill counter ​back to the base value, then swap the white Power counter with a black one.+For instance, let's say you have black and green counters for tracking stat positions. At the beginning of the scenario, you place black counters in your initial positions. During the first round, your Power and Skill both go up 1, so you swap those counters with the green onesOn the next Draw Phase, you have no stat tracks to move, so you simply swap your Power and Skill counters ​back to the black ones.
  
-In this manner, you never have to worry about trying to remember which tracks ​did or didn't move within the previous round.+In the next round, your Power goes up again, so you swap that counter back to green; however, your Skill does not move. So, in the following Draw Phase, you move the black Skill counter back to the base value, then swap the green Power counter with a black one. 
 + 
 +In this manner, you never have to worry about trying to remember which Tracks ​did or didn't move within the previous round.
  
 ==== Turn Phase ==== ==== Turn Phase ====
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   - Draw another card.  If you have no cards left to draw, shuffle your discard pile back into your deck, but do not draw a card.   - Draw another card.  If you have no cards left to draw, shuffle your discard pile back into your deck, but do not draw a card.
-  - Play a [[Strategy|Strategy]] card or use a Strategy entry on Gear card you have equipped. +  - Play a [[Strategy|Strategy]] card or use a Strategy entry on Gear you have equipped. 
-  - Change equipment. ​ You can swap any one Gear card for another of the same slot, equip a Gear card into an empty slot, or remove Gear without equipping something new in its place. ​ If you have equipped two one-handed pieces of Gear, you can remove them both, and you can equip two one-handed pieces of Gear if you have the hands available to hold them.  You cannot change your [[armor|armor]] or [[clothing|clothing]] within a scenario unless otherwise specified. ​ In combat or exploration,​ you can also pick up an object from the ground as a part of this operation. ​ In combat or exploration,​ you can drop Gear on the ground or hand it to an ally even if it is equipped; doing so is free and **does not** require spending your Strategy Phase (unless you wish to equip something new in its place).+  - Change equipment. You can swap any one Gear card for another of the same slot, equip a Gear card into an empty slot, or remove Gear without equipping something new in its place. If you have equipped two one-handed pieces of Gear, you can remove them both, and you can equip two one-handed pieces of Gear if you have the hands available to hold them. You cannot change your [[armor|Armor]] or [[clothing|Clothing]] within a scenario unless otherwise specified ​(most commonly allowed in exploration). In combat or exploration,​ you can also pick up an object from the ground as a part of this operation. In combat or exploration,​ you can drop Gear on the ground or hand it to an ally even if it is equipped; doing so is free and **does not** require spending your Strategy Phase (unless you wish to equip something new in its place).
   - Combat only: you can [[Block|Block]] borders in your occupied section (more on this later).   - Combat only: you can [[Block|Block]] borders in your occupied section (more on this later).
 ==== The Action Phase ==== ==== The Action Phase ====
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 ==== Opposed Rolls ==== ==== Opposed Rolls ====
  
-Opposed rolls are used primarily ​to resolve ​Actions and Reactions. Typically, a dice entry on an Action ​card played by the attacker is opposed by a dice entry on a Reaction ​card played by the defender. If either the Action or Reaction ​card lacks an entry for the opposed roll, then there is no opposed roll, and the effects of both the Action and Reaction ​cards are applied automatically.+Opposed rolls are often used to resolve ​an Action vs. Reaction. Typically, a dice entry on an Action played by the attacker is opposed by a dice entry on a Reaction played by the defender. If either the Action or Reaction lacks an entry for the opposed roll, then there is no opposed roll, and the effects of both the Action and Reaction are applied automatically ​(and simultaneously).
  
-Opposed roll entries on Action cards are collectively called [[accuracy dice|Accuracy Dice]], though they have different names in each scenario. Similarly, opposed roll entries on Reaction cards are collectively called [[evasion dice|Evasion Dice]]; these also differ in specific name in each scenario. Refer to the table below for a summary of the scenario-specific names.+Opposed roll entries on Actions ​are collectively called [[accuracy dice|Accuracy Dice]], though they have different names in each scenario. Similarly, opposed roll entries on Reactions ​are collectively called [[evasion dice|Evasion Dice]]; these also differ in specific name in each scenario. Refer to the table below for a summary of the scenario-specific names.
  SCENARIO ACTION REACTION  SCENARIO ACTION REACTION
  Combat Hit vs. Miss  Combat Hit vs. Miss
  Exploration Inflict vs. Endure  Exploration Inflict vs. Endure
  Interaction Argue vs. Rebuttal  Interaction Argue vs. Rebuttal
-If both the Action and Reaction ​cards have opposed roll entries, then the opposed roll takes place. Each player rolls the dice according to the entry on their card; the highest result wins, with ties going in favor of the attacker (the entity playing the Action).+If both the Action and Reaction have opposed roll entries, then the opposed roll takes place. Each player rolls the dice according to the entry on their card; the highest result wins, with ties going in favor of the attacker (the entity playing the Action).
  
 For example, say you attack an enemy using a [[weapon|Weapon]]. The Weapon'​s Action has a Hit entry of 1d8.  Your target plays a Reaction card from their hand with a Miss entry of 1d4. Assuming no modifications to dice number or levels occurs, you roll 1d8 and your target rolls 1d4. Your result is a 5 while your opponent gets a 3, so your attack hits. For example, say you attack an enemy using a [[weapon|Weapon]]. The Weapon'​s Action has a Hit entry of 1d8.  Your target plays a Reaction card from their hand with a Miss entry of 1d4. Assuming no modifications to dice number or levels occurs, you roll 1d8 and your target rolls 1d4. Your result is a 5 while your opponent gets a 3, so your attack hits.
  
-Note that some Assist ​and Interrupt cards specify that a particular entity wins or loses an opposed roll as part of the Trigger. In these cases, an opposed roll must actually occur. If there is no opposed roll because either the Action or Reaction lack an opposed roll entry, then these Triggers are not met.+Note that some Assists ​and Interrupts ​specify that a particular entity wins or loses an opposed roll as part of the Trigger. In these cases, an opposed roll must actually occur. If there is no opposed roll because either the Action or Reaction lack an opposed roll entry, then these Triggers are not met.
  
 There exist other opposed rolls in the game beyond that of Actions and Reactions. These are known as [[skill dice|Skill Dice]] and include [[Search|Searching]] (opposed by [[hidden|Hidden]] entries), [[Lockpick|Lockpicking]] (opposed by [[lock|Lock]] entries), [[charisma|Charisma]] (opposed by other Charisma), and [[Acrobatics|Acrobatics]] (opposed by other Acrobatics or various difficulty dice). These will be detailed in future sections, but the mechanism functions the same as for other opposed rolls. There exist other opposed rolls in the game beyond that of Actions and Reactions. These are known as [[skill dice|Skill Dice]] and include [[Search|Searching]] (opposed by [[hidden|Hidden]] entries), [[Lockpick|Lockpicking]] (opposed by [[lock|Lock]] entries), [[charisma|Charisma]] (opposed by other Charisma), and [[Acrobatics|Acrobatics]] (opposed by other Acrobatics or various difficulty dice). These will be detailed in future sections, but the mechanism functions the same as for other opposed rolls.
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 Each entity has a certain number of points that determines their ability to continue in the scenario. In combat, these are known as Hit Points (HP); in exploration,​ they are known as Endurance Points (EP); and in interaction,​ they are known as Will Points (WP). They work the same in each scenario; you typically begin with your maximum amount of points. When you suffer damage, you subtract the damage total from the number of points. An entity with 0 points remaining is defeated and can no longer contribute to the scenario; it cannot play cards or be targeted by attacks (though it can still draw and discard as normal). Attacks that would reduce an entity'​s points to less than 0 instead reduce to 0 unless otherwise specified (negative points is not generally allowed). Each entity has a certain number of points that determines their ability to continue in the scenario. In combat, these are known as Hit Points (HP); in exploration,​ they are known as Endurance Points (EP); and in interaction,​ they are known as Will Points (WP). They work the same in each scenario; you typically begin with your maximum amount of points. When you suffer damage, you subtract the damage total from the number of points. An entity with 0 points remaining is defeated and can no longer contribute to the scenario; it cannot play cards or be targeted by attacks (though it can still draw and discard as normal). Attacks that would reduce an entity'​s points to less than 0 instead reduce to 0 unless otherwise specified (negative points is not generally allowed).
  
-A Reaction with a Defense entry can reduce the Damage from an Action that hits. In this case, roll the Defense dice and subtract the result from the Damage roll to generate the new damage total. It is possible for damage to be reduced to 0 in this way, but never less than 0. This is not considered to be an opposed roll.+A Reaction with a [[defense|Defense]] entry can reduce the Damage from an Action that hits. In this case, roll the Defense dice and subtract the result from the Damage roll to generate the new damage total. It is possible for damage to be reduced to 0 in this way, but never less than 0. This is not considered to be an opposed roll.
  
 For example, let's say you play the following Action against a target in combat: For example, let's say you play the following Action against a target in combat:
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 ==== Enhancement Dice ==== ==== Enhancement Dice ====
  
-Some effects, such as enchantments,​ provide enhancement dice to entries. ​ These additional dice, specified as +XdY, are added to the base roll.  Effects that modify dice number or damage directly do not modify the dice number or level of enhancement dice.  The Piercing attribute does reduce dice level for Defense enhancement dice, however.+Some effects, such as enchantments,​ provide ​[[enhancement dice]] to entries. ​ These additional dice, specified as +XdY, are added to the base roll.  Effects that modify dice number or damage directly do not modify the dice number or level of enhancement dice.  The Piercing attribute does reduce dice level for Defense enhancement dice, however; Piercing values are first applied to enhancement dice, with any leftover Piercing applying to the base Defense.
  
 Enhancement dice on Damage entries have their own damage type separately from that of the base entry. ​ If no type is listed, the enhancement damage is untyped even if the base damage is typed. Enhancement dice on Damage entries have their own damage type separately from that of the base entry. ​ If no type is listed, the enhancement damage is untyped even if the base damage is typed.
  
-Effects that fire based on things such as the minimum or maximum roll result apply only to the base entry before any enhancement dice are applied. ​ For examplewhen considering ​the Special text of the Cudgel'​s Action ​entry, any enhancement dice are ignored when determining if the maximum Damage roll was achieved.+Effects that fire based on the minimum or maximum roll result apply only to the base entry before any enhancement dice are applied ​(unless otherwise specified)Similarlyeffects that minimize or maximize entries apply only to the base entry and exclude ​enhancement dice (unless otherwise specified).
  
-Enhancement dice have no effect if there is no base entry.  If a Defense entry is eliminated due to the presence of Piercing effects, enhancement dice to Defense can still apply. ​ However, they are also subjected to the Piercing effect.+Enhancement dice have no effect if there is no base entry.
  
 ==== Special Entries ==== ==== Special Entries ====
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 When dice are rolled for recovery, the entity that is recovering points rolls the dice (rather than the entity that caused the recovery). When dice are rolled for recovery, the entity that is recovering points rolls the dice (rather than the entity that caused the recovery).
  
-Note that after scenarios complete, points are always restored to their current maximum value, taking into account any [[injury|injuries]] suffered and other modifiers.+Note that after scenarios complete, points are always restored to their current maximum value, taking into account any [[injury|Injuries]] suffered and other modifiers.
  
 ===== Finishing a Scenario ===== ===== Finishing a Scenario =====
  
-After a scenario is resolved, it's time for cleanup. Decks should be put back together, with remaining cards, discard piles, and hands combined and reshuffled. Item cards may be flipped back over for reuse in future scenarios, and unless the game is immediately starting another scenario, players are generally free to swap any equipped Gear. HP/EP/WP are restored to their maximum, though there is no automatic recovery of [[karma|Karma]].+After a scenario is resolved, it's time for cleanup. Decks should be put back together, with remaining cards, discard piles, and hands combined and reshuffled. Item cards may be flipped back over for reuse in future scenarios, and unless the game is immediately starting another scenario, players are generally free to swap any equipped Gear. HP/EP/WP are restored to their maximum, though there is no automatic recovery of [[karma|Karma]]. Stat Tracks are removed until the next scenario.
  
 If the scenario ended in victory, PCs may receive a reward. This can be in the form of Wealth, Gear, Karma, or story consequenes. The DM will detail any such reward received. If the scenario ended in victory, PCs may receive a reward. This can be in the form of Wealth, Gear, Karma, or story consequenes. The DM will detail any such reward received.
  
-On the other hand, scenarios ending in defeat may result in negative consequences. The PCs may simply miss out on a reward or have negative story consequences. In life-or-death scenarios, the consequence of failure means the end of the game as the characters are killed. A common consequence of failure is acquisition of injuries.+On the other hand, scenarios ending in defeat may result in negative consequences. The PCs may simply miss out on a reward or have negative story consequences. In life-or-death scenarios, the consequence of failure means the end of the game as the characters are killed. A common consequence of failure is acquisition of Injuries.
  
 ==== Injuries ==== ==== Injuries ====
  
-When an entity ​obtains an injurythe entity'​s ​maximum HP, EP, and WP are reduced by 5. If an entity ​ever obtains enough Injuries to reduce their base HP, EP, or WP to 0 or less, the entity dies. Base values refers to the raw numbers on a PC's role card or an NPC'​s ​card, prior to any modifiers such as from Gear.+When a PC obtains an Injurytheir maximum HP, EP, and WP are reduced by 5. If a PC ever obtains enough Injuries to reduce their base HP, EP, or WP to 0 or less, they die. Base values refers to the raw numbers on a PC's role card, prior to any modifiers such as from Gear.
  
-PCs may recover from injuries ​by spending 1 Valuable per Injury within a properly-equipped town or city to heal. The cost and time required may change depending on narrative circumstances as determined by the DM. Recovery from Injuries may also be offered as an occasional reward or bonus effect, either within a scenario or upon attaining victory.+PCs may recover from Injuries ​by spending 1 Valuable per Injury within a properly-equipped town or city to heal. The cost and time required may change depending on narrative circumstances as determined by the DM. Recovery from Injuries may also be offered as an occasional reward or bonus effect, either within a scenario or upon attaining victory.
  
 While Injuries can sometimes be obtained within a scenario, they'​re commonly acquired as a consequence of failing a scenario. For instance, PCs may be wounded while fleeing a losing battle. Injuries are also frequently obtained in exploration scenarios, detailed further in chapter 5. While Injuries can sometimes be obtained within a scenario, they'​re commonly acquired as a consequence of failing a scenario. For instance, PCs may be wounded while fleeing a losing battle. Injuries are also frequently obtained in exploration scenarios, detailed further in chapter 5.
 +
 +Enemies of the PCs can also suffer Injuries from various effects (most commonly from [[stat track|Stat Tracks]] in combat). The same rules apply, except that [[mini-boss|Mini-bosses]] instead reduce their values by 10, while [[boss|bosses]] instead reduce their values by 20.
  
 Next: [[Player'​s Guide Chapter 4|Chapter 4: Combat]] Next: [[Player'​s Guide Chapter 4|Chapter 4: Combat]]
player_s_guide_chapter_3.1556639985.txt.gz · Last modified: 2019/04/30 08:59 by triptycho